Spyro The Dragon Guide

"With flames from the dragon of darkness...
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SPYRO THE DRAGON
An FAQ/Walkthrough
For the Sony PlayStation
Copyright 2005-2006 Richard Beast
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...the sunlight blinds his eyes." - Led Zeppelin
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Table of Contents:
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-!NOTE!-
This guide, as you will soon see, is a fair size. Seeing as how this takes
effect, you will most likely be lost in trying to find out what you want to
read. There is one way to get to it, instantly. Press Ctrl + F, and then look
for whatever you want. Let's say you want to go to the Basics section. Type in
"4. Basics", and then you'll go to the basics section, instantly! Pretty neat,
eh?
1. Introduction
2. Legal Disclaimer
3. Contact Rules
4. Basics
5. Walkthrough
5a. Artisans Home
5b. Stone Hill
5c. Town Square
5d. Dark Hollow
5e. Toasty
5f. Sunny Flight
5g. Peace Keepers Home
5h. Ice Cavern
5i. Dry Canyon
5j. Cliff Town
5k. Doctor Shemp
5l. Night Flight
5m. Magic Crafters Home
5n. Wizard Peak
5o. Alpine Ridge
5p. High Caves
5q. Blowhard
5r. Crystal Flight
5s. Beast Makers Home
5t. Terrace Village
5u. Misty Bog
5v. Tree Tops
5w. Metalhead
5x. Wild Flight
5y. Dream Weavers Home
5z. Dark Passage
5aa. Lofty Castle
5bb. Haunted Towers
5cc. Jacques
5dd. Icy Flight
5ee. Gnorc Gnexus
5ff. Gnorc Cove
5gg. Twilight Harbor
5hh. Gnasty Gnorc
5ii. Gnasty's Loot
6. Credits
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~+{X STD X}+ --- { +~+ { 1. INTRODUCTION } +~+ } --- +{X STD X}+~
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Well... I suppose you remember my very mediocre Dragon FAQ and Boss FAQ? Having
played this gem once again, I decided that I'd add a bit to both of them, and
make a walkthrough too. Call it something to do to pass a boring Saturday
during an equally boring summer. Anyway, I'm your host Richard Beast, and this
is perhaps the thirtieth time that you've opened up a game and seen my name
next to it. Call that sad, shocking, strange, whatever ya want, I don't care
much either way. =P
This guide is probably one of my more straight forward ones, but you've gotta
read this introduction first (you know it), then the legal disclaimer and
contact rules, and then the basics and walkthrough, which will take you through
all six worlds, and at the end of each level, I'll list the dragons found there
for easy reference, if you're not one who likes to read much. Of course,
they'll be covered in the walkthrough too, but that's just so that you can
explore the guide easily. Then just an outro and credits... dig it. Anyway, no
rambling here. Let's get it onnn.
- Richard "Gbness" Beast
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~+{X STD X}+ -- { +~+ { 2. LEGAL DISCLAIMER } +~+ } -- +{X STD X}+~
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You are NOT permitted to put this FAQ on your site without my permission first.
All you have to do is email me or IM me saying you want this FAQ on your site,
then you can tell me your site and the chance is high that I'll let you. But if
you put this FAQ on your site without my permission I swear you will regret it.
If I let you, not ONE word should be changed from this FAQ! NOT ONE! Got it?
Good. Also, make sure that no money is involved. If you want this FAQ to be sold
on eBay, then just forget about it, man. And don't sell this guide either, or
pay people to use it, or you'll be in such big trouble you don't want to think.
Another little note is that I will not have this guide hosted on many other web
sites besides GameNotOver, GameFAQs, IGN, and Neoseeker. You need full-on
permission if it's not one of the four above sites. I am sick of people ripping
me off (I have been ripped off three times in the past), so if I don't like
your site, I won't let my guide be posted on it. I am sorry, but this is how it
has to be. If you ask politely and I like your site, you will definitely have
the luck of getting it up there. Thank you very much.
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~+{X STD X}+ --- { +~+ { 3. CONTACT RULES } +~+ } --- +{X STD X}+~
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You can e-mail me if there is a question you wish to ask that hasn't been
answered in the guide, but I REALLY don't want to bother answering questions
that have already been done, answered, and done again in the guide, if it isn't
too much trouble. Feel free to tell me if there's something I've forgotten,
however.
My e-mail address is richard_power1000 [at] yahoo [dot] com. Except, replace
the [at] and spaces with a "@" symbol and the [dot] and spaces with a period; I
have to write like that so I don't get a dozen spam bots e-mailing me and
getting me viruses. Just be polite in the e-mail, don't talk like "omg wtf rich
ur gides r t3h su><0rz & how du i beat peace of toste", and don't ask something
that's already been answered in the guide, and I'll respond.
And don't bother sending things like:
"You friggin' idiot. Your guides suck, you suck, and everything about you
sucks. DIE DIE DIE!"
"BURN IN THE FLAMES OF HELL, YOU STUPID RETARD!!!"
"What the hell did you think you were doing writing all that garbage, you piece
of crap?
"I hope you fall down the stairs and break every bone in your body!"
"u su><0rz, eVrYtInG BoUt u sUx, dIe ass!!!!!!1"
I will laugh at such e-mails and delete them. So... if you're not just playing
a friendly joke on me or something, don't bother with that crap cos I've been
through with it too much.
Okay, that's enough for that. My AIM name is rbeast288; sorry, I don't have MSN
or YIM. The list is closed, but I'll add you if you ask politely via e-mail. I
like chatting with people, but try not to overdo it on AIM if I add you to my
list. Since I am busy a majority of the time and all.
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~+{X STD X}+ --- { +~+ { 4. BASICS } +~+ } --- +{X STD X}+~
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Spyro the Dragon isn't the most complicated of games, even if its initials is...
alright, sorry about that. Seriously, you take the role of Spyro, a small
purple dragon who's really an underling to the rest of the Dragon Kingdom. A
villain named Gnasty Gnorc has turned the rest of the dragons into crystal and
turned their treasure into monsters, so it's up to Spyro to collect 12,000 gems
and free 80 dragons. Not the greatest of plots, but it isn't really intended to
be. We take place across five worlds:
The Artisans (a lively world of plains and a whole lot of dragons)
The Peace Keepers (a darker world across the deserts, with annoying vultures
The Magic Crafters (a lighter world through the mountains, full of druids who
have an obsession with moving things)
The Beast Makers (a world through swampy terrain, with a bunch of weird things
and fewer dragons)
The Dream Weavers (a world through medieval territory, full of mages who control
light and time, and knights)
Gnasty's World (nothing more than a junkyard, but Gnasty's adopted base)
Each of the first five worlds consists of the following: a "home" stage which is
generally lighter than the other levels, three normal levels, one level that
consists of a normal level and a boss at the end, and a secret "flight" level
which is really kind of a bonus, but allows for lots of gem collection. As for
gems, you've got five kinds: the rather useless reds, which are worth 1, the
ugly greens which are worth 2, the beautiful blue sapphires which are worth 5,
the purdy yellows which are worth 10, and of course, the rare purples worth 25.
To complete a level, you've gotta free all the dragons and collect all the gems,
which is never really that tough (with my help, that is) except in some nasty
spots which make their heads shown at least once a world. As for finding gems,
you can get them from killing enemies with your trusty horn charge or dragon
flame, or by collecting 'em from chests. You've got the normal gold/red chests
which can be opened in any way, metal chests which have to be charged, gold
chests in which you have to flame then grab the gem, "propeller" chests which
have to be flamed thrice; and "fireworks" chests which require backing off.
Other than that, there's really little you need to know before starting... just
jump in and have fun.
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~+{X STD X}+ --- { +~+ { 5. WALKTHROUGH } +~+ } --- +{X STD X}+~
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Here we are, at the meat and bones of the guide. Shouldn't be too hard from here
on, so... enjoy.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 4
<- \ / ++ ++ 5a. Artisans Home ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 100
Probably the easiest place in the whole game; you merely have to walk a few
steps from the entrance to free a dragon named Nestor there. Just in case you're
too lazy to read the basics, you just have to stand on the platform a dragon is
held on to free it, so it shouldn't be too hard for you from here. After he's
freed, jump off the path that you're on, and move on to the hill to charge the
gnorcs there. Or if you want to be a bit cruel, flame them and burn the flowers
here.
After the gnorcs are gone, glide from that hill to the small platform up ahead,
which has a bit of treasure on it. Once you've got that, hop back down to the
ground and walk around to the left, and into the garden maze. There are some
gems scattered about here, but above all is an extra life, and at the end there,
a portal to Dark Hollow. Don't take that yet, though. Instead, return to the
left of that path where you found Nestor. If you can't remember, it's near a
waterfall with five lily pads in the water.
Delbin is held here, so might as well rescue him. As for the gnorc here, it'll
take three flames to defeat him, but for each time you flame him, he drops gems,
so make sure you pick them up. From here, head a bit to the right of that
platform and that hill, and head through the little path there to find another
garden full of gems, and a dragon named Argus to the right. That's not to
mention a large dragon shaped head portal, which won't open until you've cleared
out one of three worlds here: Stone Hill, Town Square, or Dark Hollow.
Speaking of the former, head back a little bit from there to find some gnorcs
and the portal to Stone Hill, but don't take that yet. Take care of the gnorcs,
then climb the little platforms here, one by one, collecting the red gems as you
go. From there, you'll see a path to the left, so you might as well follow it to
reach a dragon named Tomas at the end. Before going down the path here, you may
want to take a left and right to find a few individual gems scattered there, but
you can't get up that tower yet, bugger.
Jump down from here to find another gem wielding gnorc that needs to be flamed
three times, and then enter the central tower to find a whirlwind... you'll find
a whole lot of these in this game, so might as well get used to them. At the
top, you'll find a portal to Town Square, and you can jump to reach the two
towers on the left and right, although you'll have to climb back up for each
one. By now, you should have four dragons and ALMOST a hundred gems... let's get
the rest of them.
Return to the large area at the beginning, near the garden maze, and go through
the passage near its entrance. Collect the gems as you go, and then take a right
to reach a balloonist, who will carry you to the Peace Keepers' home if you can
free ten dragons. Four out of ten, that's not bad. By now you should have 100
gems, so to continue, you can go to Stone Hill, Town Square, or Dark Hollow. My
personal favorite and the easiest is Stone Hill... you know the way.
Nestor
=-=-=-=
If you can't find Nestor, turn off the game right now. He's right in front of
you. You just cannot miss him. Believe me, you CANNOT MISS HIM. He'll inform
you to find ten dragons and then get to the balloonist to get to Peace Keepers.
Delbin
=-=-=-=
Easy. From where Nestor is, glide to the ground and you'll see him right on the
left of the screen. He's by the pond with the six pads in it. He'll tell you
what Sparx is doing.
Argus
=-=-=-
You'll see Argus around Stone Hill, north of there, next to the dragon skull.
He'll tell you how to get into Toasty, that you have to complete a level to get
inside.
Tomas
=-=-=-
I'm honored, that's my brother's name. =P Well, in that little cave to where
Town Square is, you'll find Tomas. The cave is on the upper-right side of this
place. He's not easy to miss, if you're exploring. He'll teach you how to glide.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 4
<- \ / ++ ++ 5b. Stone Hill ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 200
Stone Hill, hardly any tougher than the Artisan home, starts immediately in a
large grassy plain with some rams running about. Either charging them or flaming
them works just fine. From here, anyway, there are three passages and a hole in
the ground, but let's save the latter for later (indeed!). Start by entering the
passage to the left, and inside, you'll find a dragon to free there, and that's
not to mention a LOT of treasure chests. To quickly get them all, just charge
in a clockwise manner around the room.
After you've cleared that room out, enter the next one that was on the right of
that passage, flaming the ram and getting all the loot inside, not to mention a
dragon there. Once this old guy is freed, there's a Return Home Vortex there...
but why take that yet? Jump off the cliff here, and yes, you heard me right, the
beach is right there! We've no time to take a swim, though... head across the
beach and into the cave on the other side, where you'll find some more chests
and a key. What's that key for?
You're soon to find out. Head back to the opposite side of the beach, where a
whirlwind will take you back up the cliff. You'll find lots of these, let me
tell ya. With that, now it's time to return to the area right at the beginning,
and jump into that hole. Once inside, make sure you claim the loot, and rescue
another dragon. But the first thing you'll probably notice is a chest with a
keyhole? How do you open those? GIVE 'EM SOMETHING TO PLAY WITH! This one's
favorite toy is the key, got milk?
Get all the gems in here and then whirlwind it back up to the main area, and now
it's time to go through that one last passage, to the largest area yet. It's to
the far right side of the wall, in case you're looking. Once inside, start by
going to the left and charging open the treasure chest, and taking care of the
shepherds and rams around here. Funny how the shepherds are like old geezers and
hit you with sticks instead of pieing you in the face. And they don't even bring
German dogs, boohoo.
Just make sure you've scouted the whole area out to find all the gems, and then
enter the tower and whirlwind up to the top to find a dragon and some more gems,
not to mention a cliff over yonder. From where you can immediately see, glide
over there and start heading to the right until you find a creature in blue,
laughing like a hyena and carrying an egg. That's a perfect candidate for the
insane asylum, but meanwhile, charge after him until you're near him, and then
flame him. You need all of these eggs that you can find.
With that egg in your possession, you need to finish up on the cliff and at the
ship on the other side of it, finding gems. Take note that you can't go beyond
where the statues stand, since there's an invisible barrier of sorts there. It
isn't hard to miss gems around the top of this cliff, but it seems a lot of them
are closer to the barriers if you're just looking for those last few. Anyway,
from here just exit the level or use the Return Home Vortex, and from Home,
enter Town Square.
Lindar
=-=-=-=
He's at the end of the leftmost tunnel, the one with the multitude of gems and
chests in it. He'll tell you how to save your progress throughout the level. Boo
to you.
Astor
=-=-=-
Astor is at the end of the second tunnel, next to the beach. The tunnel is very
short. He'll teach you how to instantly go right back to Home. Oh, and he'll
offer Spyro a story too, like any other old geezer.
Carvin
=-=-=-=
Carvin is in that hole that you can see at the beginning of this level. He'll
inform you to eat butterflies, because then Spyro will be just as strong as he
is. But I admit he is a big dragon.
Gildas
=-=-=-=
Gildas is at the other end of Stone Hill, through the rightmost tunnel. To make
it exact, he's at the top of the tower in the center of the grassy area. Get to
the top with the whirlwind. He'll give Spyro some hints on gliding.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 4
<- \ / ++ ++ 5c. Town Square ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 200
This place is probably a tad easier than Stone Hill as far as collecting gems is
concerned. While Stone Hill was bigger and more spread out, Town Square is a
little smaller and less spaced out. Right at the entrance is a huge flock of
chickens, waiting to be flamed if Sparx isn't doing too well. Once at full
health or whatnot, climb up the stairs and rescue a dragon there, then do what
he says and glide over to the left to remember the Alamo. Actually, to go fight
some bulls.
It's probably better to flame them, since they don't die immediately if you
charge them. Climb up the stairs on the left after they're done with, where you
will see a gold chest with a blue gem on it. How do you open this? Flame it, and
then a gem pops out. If you grab the gem as it comes out before it lands back in
the box, the gem is yours and the box explodes. I would make a joke here, but
being the nature I am, I'll refrain. Whatever. Just glide across another gap
here and rescue a dragon.
Once you're in the town itself, flame through, getting rid of the citizen gnorc
and bulls. Just ignore the cliff on the opposite side for now, though, since
that comes for a bit later. Climb up the stairs on the right instead, for some
more chickens, gnorc wusses, bulls, and a huge crop of sweet gems, ripe for the
taking. Clearing everything out, make good use of the yellow gem, which makes
its first appearance known here. Make sure you free the dragon too, who is one
step behind you.
With that... what do you do now? Return home? There's still a dragon up there,
though, and that's where the real stuff comes in. Return a bit back, up to where
you climbed the stairs, and jump to the little grassy step to the right. Make
one of your biggest glides yet, by jumping off from here and once past that
wall, making a sharp turn to the right. And from here, make your first priority
to CATCH THE THIEF. The gems can wait, but the thief will be time consuming.
Remember that he'll go down so long as you flame him, and if you keep the charge
up, you can easily do that.
Now that you've got the egg in your possession, collect any and all remaining
gems, and go through the tunnel, taking a small right on the other side to get
some more loot. This next glide may be a bit tough, but just get a walking start
first, and you're okay. From here, simply traverse to the other side to find a
dragon trapped there, and another new type of chest, with a propeller on its
top. To open it, flame it thrice to make it explode for some more yellow stuff
(no, not that, perverts), and go back on the nearby Return Home Vortex. One more
large world to go to from here, and that's the garden maze's Dark Hollow.
Nils
=-=-=
Nils is at the top of the steps at the entrance. He'll tell you to glide to
where the bulls are and to use the L2 and R2 buttons to look around properly.
Thanks, captain obvious.
Devlin
=-=-=-=
Devlin is across the water, at the other side of Town Square. Basically from
Nils, glide and climb up the stairs then glide across the land and you'll see
him. He'll scratch his wing and tell Spyro to press X at the very top of his
jump to get the best glide. Be glad, everyone, that's the final hint on
gliding. BE GLAD, I SAY!
Alvar
=-=-=-
He's just ahead of Devlin, right near the Return Home Vortex. After Devlin,
turn right and head up the stairs, then charge through the bulls and you find
Alvar. He'll tell Spyro that a man in blue has snuck into Town Square and
stolen the dragon egg.
Thor
=-=-=
The hardest dragon to find in Town Square, by far... from the top area around
where Alvar is, you have to glide across to the area in the distance. Forward
you may go, through the tunnel and across the long glide through these two
pieces of land and there you'll eventually find Thor. He'll thank you for
releasing him.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ 5d. Dark Hollow ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 100
As you can tell by the figures above, Dark Hollow is a shorter level... three
dragons and a hundred gems to find. There's another locked chest to open,
though, but that won't be a problem. At the very entrance, charge through the
frogs with shields (very interesting), and then climb up the nearby steps to
find a locked chest. Speak of the devil. But that's not it; glide over to the
left wing America (in a sense, but rather gliding to the left), to find three
shielded frogs and a large frog with a club.
In the case of the latter, use flame, for the others, use horns. Got it? With
them safely out of the way, rescue the dragon there and return to the ground.
Just a little bit ahead from that locked chest is another large frog with a
club, and more shielded frogs, but don't start there yet. Instead, go down the
stairs nearby, and enter the narrow passage within, to meet your toughest enemy
yet... a large, SHIELDED frog! Enjoy seeing it belch, though; that must be a
stupid moment for it.
To get rid of it, flame it when its back is turned to you, and enjoy the blue
gem it drops. Repeat with the next one, and in that room right up ahead, climb
the platforms and claim the dragon, but please do not fall into the water, or
it'll drink you. In cold blood. The key is in here too, know what that means?
Return to the platforms and open that chest, and it explodes in your face with a
large bundle of gems. Yee-haw. Now, back to three shielded frogs and large one
with a club... handle 'em like you know how to.
Ignore the campfire, as it's really quite pointless, and head up the stairs.
There are two large frogs here, not to mention the small ones, so after taking
those, return to where you just climbed up those stairs, and from here, you'll
have to make two glides through the archways on the left and right, where you'll
find platforms containing a single gem, and an extra life and some gems,
respectively. Gotta love the world. But anyways, with that, climb up the stairs
at the opposite end of the upper area, free the dragon there, and you can just
hop back home...
Short place, eh? I suppose that means you're ready for your first (no, NOT IN
THAT WAY) boss level? Anyway, in the Artisan home, head back to where you freed
Argus, where the dragon skull stands. Argus told you that it would open once
you finished one level, and look ho, we've finished three. So it'll obviously be
open and ready to be tackled.
Alban
=-=-=-
On top of the platforms in the center of the first room in Dark Hollow, glide
over to the distance where the big gnorcs are. Flame them, and you'll see
Alban. He'll tell you to charge small enemies because they have some
protective shields. Good color to this dragon, anyhows.
Oswin
=-=-=-
From where Alban is, jump down, and you'll see a set of stairs a little ahead,
and on the right. A tough enemy is there. You have to flame his back because
he's a big, shielded gnorc. Fight off two of these, and you'll be in a large
water room. Jump across the platforms here, and you'll see Oswin. He'll you to
use Triangle to look around.
Darius
=-=-=-=
Darius is at the end of the level. It's just straight from the entrance, past
the platforms, up the stairs and flaming the gnorcs in the way, up the stairs
and around, there's Darius. He'll tell you to flame large enemies because they
are too big to be charged.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 1
<- \ / ++ ++ ++ 5e. Toasty ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 100
Toasty is the first boss level in the game, and probably the easiest of them,
even if it isn't exactly the easiest level yet. You'll start out on a large
cliff about some large orange void (scaaary), and some of the shepherds from
Stone Hill here, and they even brought German Shepherd dogs with them! I'm dead
serious on this, that the place is full of shepherds and dogs, likely German
Shepherds. They're decently tough enemies, as they take two hits to go down.
Flame them, then roll out of the way, then give 'em an extra flame.
Roam through the first area, getting the gems around here and then heading to
the left for some more shepherds and fluffy, adorable doggies. With that, head
down and to the passage at the upper side, to meet TWO German Shepherds, but
handle them one at a time, or you'll get pounded real quick. Once they and the
shepherds are gone, enter the room behind them, heading around the pillars here
for some more gems. At the upper side of the room is a left and up fork, but
take a left here after handling the shepherd.
Follow the small path there over the void, handling some more German Shepherds,
and getting a few gems. Yeah, that was it. Disappointing, eh? The real action is
going to begin real soon. Head back to that fork and head upward, freeing a
dragon there, and then head forward to meet this place's boss... the half sheep,
half pumpkin man Toasty. How lame is that?
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
* BOSS: TOASTY *
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
Our first boss, the rather toasty Toasty, isn't hard. At all. The fight will
start with him standing there, swinging a staff around, in a rather pathetic
imitation of trying to hit you. Before he can do anything, jump flame him, and
he'll run away, guarded by two German Shepherds. With these, you can flame them
both at once since they're so close to each other, but then run back, since they
can and will jump you. When they come back, as black furry doggies (much love),
give 'em another flame, and now we can REALLY finish up with Toasty.
He's not much different now; the only noticeable different is that a sheep on
sticks is showing through his pumpkin outfit. Torch him with another quick
flame, and then his outfit burns away and reveals the REAL Toasty. Yep, that's
him alright, guarded by three more German Shepherds. The same method used before
should work well, handling two at a time and then running back and finishing up.
If you get too close to Toasty, he'll kick you, and he does a lot of running
away, but a jump/glide with a quick flame should finish him off.
And with that, Toasty explodes into a mass of blue gems. I love that color, I
say. As well as that, a nearby wall opens up for some more gems, so this short
level should be complete with that one dragon and 100 gems by now. ^_^ At this
point, the Artisans world is almost complete, but there's just one secret place.
Remember the lily pads right at the waterfall? To unlock this secret, hop on all
of them, one at a time. The order doesn't matter; just the moment that you've
stepped on all five of them once, the wall there goes down to reveal a portal.
Might as well.
Nevin
=-=-=-
You'll find Nevin just a little bit before finding Toasty. Fight off the dogs,
and cross through the tunnel while taking out the huge number of shepherds and
dogs that you'll find through there and you'll see Nevin. He'll warn you about
Toasty's power (which is rather non-existant).
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5f. Sunny Flight ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
Sunny Flight? Just what the Michael Moore with wings is that? It's different
from any other level we've yet seen, in that Spyro will play the whole thing out
while flying. Flying is a simple enough concept; Spyro will naturally go
straight, you can "steer" him left or right normally, but up will take you down
and down will take you up, in a plane style. Besides that, easy enough. You can
still flame, a near necessity for this place. The overall objective, is to go
through or destroy 32 objects.
These are four trains containing two barrels apiece, eight chests to flame,
eight arches to fly through, and eight planes to burn down. You have, first of
all, thirty seconds to do all this, but for everything you go through/burn
down, you get some extra time. Hell, you even get a whoopin' six seconds from
burning a train down. But anyway, you should go for the chests first, and right
in front of you are the train tracks to the left, a tunnel in the center with
the treasure chests, and a way to fly on the right. Opt for the tunnel.
In here, burn the first few chests you find down, then proceed in a clockwise
fashion around the area, ending with the chest in the center, until eight chests
are found, and you get an extra 60 gems out of it... whoo, that's nice. Exit the
tunnel from the way you came and take a sharp left, cutting through those arches
as you pass. Oh yeah, and the extra seconds are purdy too. Just fly through them
in the order you see them, likely to be interrupted by a few planes. If this
happens, flame 'em down; it'll just make our next step easier.
Now fly towards the planes, so that they'll be flying right towards you, ready
to get burned down. Track all of 'em down; they're not easy to miss. With all of
them taken care of, swoop down, feel the swoon and all that, to the train
tracks, and once again, fly so that the barrels go right to your face, and for
every barrel you flame, the one next to it will blow (not that way, pervs). With
that, you should manage to get a good time and completion to this area. At this
point, you should have 16 dragons procured and 1000 gems collected. Head to the
balloonist at the bridge, and depart for the Peace Keepers world...
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ 5g. Peace Keepers Home ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 200
The Peace Keepers world is a truly perilous one compared to that of the
Artisans, but it's not THAT bad, especially compared to the Beast Makers or
Dream Weavers yet to come. You start on a bridge over a large river, quite like
the end of the Artisans world, just take out the grass and replace it with a
temple. A dragon with an appropriately stonelike dub can be rescued right at the
entrance, and then you can deal with Gnorc Soldiers, which are rather easy
things to deal with.
So with that done, step outside to meet up with a desert. Yeah, that's basically
what four out of the five real levels in the Peace Keepers world are, desert.
There are some Gnorc Soldiers outside, with cannons that you can use yourself,
but really aren't necessary yet. Anyhow, charge behind the cannons and take them
out, because a blow from one of those cannon balls hurts pretty bad. Take out
the one on the right first, then move on over to the left, where a portal to Dry
Canyon lies... nah, that can wait.
Head further into the desert, where a hoge bundle of cabanas lie. Pull a Guy
Montag on this one, taking my way of life and going BURN IT ALL! BURN
EVERYTHING, because Gnorc Soldiers tend to hide under them, and without them,
you ain't got no gems, and that makes me a sad beast. Over to the right side,
you can find a portal to Cliff Town, as well as some gems behind it which are
rather easy to miss. And right at the end, you've got a Gnorc Soldier with a
cannon. This is the only important cannon, so take that bad boy out.
Go on over to the left, where you get a balloonist and a path that leads down to
the Ice Cavern, which is a somewhat relaxing world compared to the desert
atmosphere that the Peace Keepers world adopts. There's also a balloonist there,
who will take you to the Magic Crafters world if you get 1200 gems. Actually, if
you totally finish the Peace Keepers and Magic Crafters worlds, you'll have the
criteria to go up to the Beast Makers world, but the criteria for that place is
insane... oh, sorry about that. Get the dragon near the balloonist at the same
time.
So anyways, gather the gems around him, and head on over to that cannon. With
your very own nose, nudge it over to the red bulls-eye mark in front of it,
where a large pillar stands, and blast that to oblivion. Yep, just like that.
And at the same time, blast down the sealed chests for some more extra gems.
There's the Doctor Shemp portal there, who isn't as good as The Who, but it all
evens out. And near that pillar you blasted down, you can climb up the stairs
there to meet more Gnorc Soldiers, and the portal to Night Flight, the perfect
brother to the Artisan world's Sunny Flight.
Alright, moving on from there, hop across that pillar and head forward, taking a
left to find a dragon, a circular walkway scattered with gems and a key, and a
rather effortless egg thief which can be taken out just like his friends from
Stone Hill and Town Square, with a simple glide and then quick torch. With him
gone and the egg collected, return just a little bit, over to where you jumped
from the pillar to this here area, and climb up the little path in front of
you, making sure you've got all the gems in sight.
From here, make a long glide over to the tunnel in the far off distance,
wavering over a tad to the left, but you can't miss it. Inside, collect a
foursome of chests, not including a locked chest with all the more colorful
jewelry pleasure. With 200 more gems in your possession, to total 1200, it's
time to start from one of the levels given to us. I personally like the Ice
Cavern first, but hey, your choice. Dry Canyon and Cliff Town follow up on that,
putting uniqueness to the Peace Keepers in general aside.
Titan
=-=-=-
Titan is right ahead of you, similar to Nestor. Just jump up that step and a
little bit further you will find him. He'll tell Spyro to collect treasure
because Gnasty Gnorc turned most of it into gnorc soldiers. Yessir.
Magnus
=-=-=-=
Go forward, past the cannons while killing the enemies at the cannons and then
head to the right. You'll then see Magnus there. He's right next to the Ice
Cavern portal. He'll give more advice on keeping Spyro healthy. We get the
point already, man.
Gunnar
=-=-=-=
Gunnar is the hardest of these, minimally. From where Magnus is, go back and
then finish off the gnorcs by the cannon, and then use it to hit the bulls-eye
right ahead of it. Jump up, then turn left and chase down the thief. You'll see
Gunnar there. So, yeah, destiny is good stuff.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 5
<- \ / ++ ++ 5h. Ice Cavern ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
Easily the toughest level yet, while still not a very hard level, you may notice
that there are a whooping 400 gems here, putting a shame to the previous record
of 200 on a non flight level. So with the start, you start inside an ice pillar;
what a glorifying place to begin. Step out and then charge around it for some
bootah, then walk up the path right in front of the entrance. Slippery ice, yo.
Get the stuff here, and now I must make a note. From here, you can glide across
the mountains and to the right, to find a platform with three extra lives.
HOWEVER, this shouldn't be done until you've completely finished this place, as
just charging forward to that platform can be done any other time and would
disrupt the normal flow. So just take the path to the left, to be greeted by
some bats and a large blue gnorc. The bats are fodder for Sparx, unlike the
Keese from Zelda, which they remind me of. As for the gnorc, he can go down with
a nice flame. Right beyond him is a green gnorc which tosses snowballs. Slightly
more annoying, but still a piece of cake.
Head on a bit to the left from there and rescue a dragon lying about, then enter
the passage, making sure you collect the odd yellow gem here and there, which
blend in fairly well with this passage's color. From there, just move on the
room inside, with some more annoying gnorcs, a ledge to climb revealing gems,
and if you glide over to the upper right, you can find yet more gems and a
locked treasure chest. Ah, we can save that later. Instead, hop down and charge
to the back side of the room to find a dragon ripe for the save.
Odd looking Peace Keeper, but whatever. See the two poles in front of you, with
gems on top of them? To get 'em down, just give 'em a good charge and they'll
drop like flies, only in a different way. From here, you can see that you can
glide over to a platform with a key, but you won't be able to make it back for
awhile. Oh well, you might as well, since it's pretty straightforward from
there. Just be sure to drop down when you can, or you may go a little bit too
far.
When on this platform, grab holda dat key, man, and then glide over to the next
walkway there. Or if you want to play it in a more organized fashion, you can
drop down and start from where you saved Todor, but I'd rather not. Regardless,
once you land on the walkway, collect a few gems to the left, and then you're
faced with a decision. Head into the cave straightforward, or take a right for
some other stuff. The cave is the better choice, since it's really all that was
between that glide to that key and this place. Plus, a new dragon's right in.
Once inside the cave, flame some odd gnorcs here and there, collect gems as
usual, and then enter the meat and bones of the real ice cave, where you'll meet
yellow gnorcs wearing armor. To beat these guys, just like Todor said, you'll
have to charge into them. One quick charge will do them in, so long as they're
facing the void (obviously). With them all gone, proceed to the back side of
the area, with the long stairs, and make sure you take the other small path at
the top of the stairs... don't wanna miss them few gems.
Having all this now in your possession, take a left and you're right back where
you saved Todor, hip-hip hooray. By now, you can simply glide to that platform
again and then back to that walkway; it's certainly a lot quicker than going
all the way back through that cave. =P So anyway, now back on the walkway, head
over to the right, only to be immediately ambushed by some easy green snowball
throwing gnorcs. Oh noes. With them then all dreadfully underfoot, follow the
narrow path to the other side, and step near the vortex to find Asher. Fourth
dragon yet.
The room right next to him holds some juicy content... more gnorcs, but lots of
gems. To the left, you get a view of a dragon WAY up in the air, where you
obviously can't reach, and to the right you get a view of three lives on a large
pillar. Gah, I hate this room already. Just leave it and return to where you met
Asher, now pay attention to the small little steps outside, with gems sprinkled
across them. Jump across them, one at a time, until you reach a whole new area
on the other side... nice.
Inside, immediately charge forward to give the yellow armored gnorc a good
nudge, only to take a right and find more, as well as a blue snowball throwing
gnorc on skis introduced, but he's easily taken care of with a simple flame.
That taken care of, take a right to find some more poles with gems on top of
them, and a bunch more gnorcs. You know how that works by now. Just take care
not to try and glide to the right, over to that dragon... that's just plain
foolish.
With that, head to the back side of this room and climb up the stairs, and then
follow a small path and take a right to find some scattered treasure, and the
Ice Cavern's fifth and final dragon, Ragnar. Whoo... the Ice Cavern is only
matched by one other level in the whole game for number of dragons. But now,
it's time to handle the two best things... that treasure chest, and those three
extra lives. Start from the cave from whence you saved Todor, head to the part
from where you entered, and climb up.
And now, you can easily glide over to the right for a further number of gems
added to your collection... yum. As for those extra lives, they're easy enough.
From the very entrance, inside that ice tower, charge onto the path and glide
across the mountains and to the right, and snag 'em all. With Ice Cavern
completely whored out by now, it's time to step into Dry Canyon. Read the Home
section if you're too lazy to find it yourself. =P
Ulrik
=-=-=-
Just up ahead. Fight off the large purple enemy and the green snowball throwing
gnorc and free Ulrik. Be careful not to move too fast and fall down. He'll tell
you only to flame big enemies, and not to charge them. We know that already...
Todor
=-=-=-
He's just ahead of Ulrik in the cave, by those poles with gems on top. From
Ulrik, enter the cave and collect all the gems in sight, then just turn to your
right and you'll see him. He'll inform Spyro that some huge gnorcs wear armor,
and their backs are inaccessible, but in the Ice Cavern, you start slippin' and
fallin', do ya not?
Andor
=-=-=-
He's just ahead of Todor. From where he is, climb down the stairs on the left
and you'll find a slippery gnorc. Charge him a few times and he'll fall off the
ice into the void. Right forward, you will find Andor and he'll give you some
small praise.
Asher
=-=-=-
Right ahead from where Andor was. Get past the paths through here and the
snowball throwing gnorcs and eventually you'll see him near the cave viewing
the three extra lives. He's like more yet to come with the useless thanks.
Ragnar
=-=-=-=
The very first area with five dragons is the Ice Cavern. Ragnar's the final
one. Start off where Acher is. You could just go in the cave, and look up
there, see Ragnar WAY up there, totally inaccessible. So, go back from there
and jump up those blocks, one by one, and you'll be high up. As for the
blocks... you shouldn't have much trouble. Each one will get higher, so don't
just don't jump high enough or slip. Be sure not to make accidents, as the
gnorcs here are strong. Beat off the slippery gnorcs with armor and pass
through there, and we'll find Ragnar there. He'll tell Spyro that he's ready,
but the question is for what.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 4
<- \ / ++ ++ 5i. Dry Canyon ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
Dry Canyon is, quite literally, a barren desert wasteland. It doesn't help its
cause any better by having cacti everywhere, or a thief running around not too
far from here. Grab an odd gem a bit behind your entrance, then moving on a bit,
you'll notice an egg thief. This one's a little harder to catch than the other
three, but that doesn't say much. With a tad bit of "galloping", you'll nail him
and flail him. And yes, I am aware that my rhymes are incredibly bad. Move on,
right?
Follow the path ahead of there, cleaning this area of gems as you go, until you
reach another dragon short of ideas, Conan. With him rescued, there are really
two ways to go from here. You can glide over to the left and enter that tunnel
there, or you can take the path to the right. Personally, I recommend taking the
path to the right, as it'll be faster as far as keys and keyholes go. So yeah,
move on to meet the most putrid enemies in the whole game.
What you have here are two vultures, who are incredibly annoying buggers whom
you need to flame extra quick before being beaked out, and a yellow goof who
wields a vulture as his weapon. Yeah, he attacks with a live bird, isn't that
sad? Oh well, a flame will torch all of them, even the vulture in the yellow
goof's hand. (...) Quickly go up those steps and climb up to the left to free
a quick dragon who really drops a good hint, and take out those damn vultures.
The yellow goof may even be dead already for some reason.
Either way, the game's first purple gem is in place of that worthless sponge
bob. You can go on from there to find the Return Home Vortex, but don't go
through that any time soon. Just tidy up those gems, then return to where you
freed the second dragon thus far, Boris. From there, glide over to the little
tunnel on the left. If you can't see it, move your camera around a little bit,
as the tunnel is in the wall. Inside, there are a couple easy gnorcs, and a
featureless cliff. Where do we go from here?
This is one of the game's small secrets, but just glide over to the left. Trust
me; just do that while hugging the wall, and you're right on top of a walkway
you can view from the Return Home Vortex, as well as a rather intelligent dragon
in terms of comments, Maximos. You can't forget the key to a certain chest.
With him out of the way, the first part of Dry Canyon is clear; might as well
head on to the other part. Return to where you saved Conan, and glide over to
the ledge on the left.
Inside the tunnel is another stupid bird wielding oaf. Torch him, and beyond,
you get one vulture wielding maniac in front of you (two vultures with him of
course), and one to both the left and right, each accompanied by two extra
vultures. How can one stand being around the wastes of feathers? Oh well, turn
them all into leftover feathers, moving from the front to the left, as it's a
shorter path of the two. And you can't forget in the small room in front of the
entrance, the fourth and final dragon here.
So, yeah, once the path on the left has been cleared of enemies and leftover
gems, take the one on the right, bashing up the enemies and climbing up to the
large structure. From here, glide to the next one to the upper left, climb up,
and blast up some... fireworks chests? Hmmm, those are original. Climb all da
way up to da left, brudda, and ya see dat 'dere platform way off yonder? Yer
gonna hafta do some glidin' to get y'all rounded rump over there, yanno? *snaps
out of it*. Alright, so anyway, glide to that platform in the distance.
Over here, you're treated to a platform with some chests worth a few gems
apiece, and above all, the locked chest. With all that loot there, you should by
now have 400 gems. It's fairly easy to miss a few scattered about here, and
especially around this area. But once you do have quad-hundred, drop into that
Return Home Vortex or Exit Level, and haul over to Cliff Town, in the middle of
the Peace Keepers home.
Conan
=-=-=-
Go ahead, chase down the thief at the left side while collecting treasure and
go to the right, then you'll find Conan just up the step. He's another "thank
you for releasing me" dragon. Running out of ideas, insomniacs?
Boris
=-=-=-
Alrighty, from where Conan was. Then, go up the stairs that you will find ahead
of you and fight everything off, then you'll see Boris, to the left and up the
other set of stairs you'll find. He awards good gliders, and he does drop a bit
of a hint to glide across this cliff.
Maximos
=-=-=-=-
This is something that'll really piss people. They just go ahead of where Boris
is, go to that platform, and see Maximos up there. How to get there? Well,
backtrack to Boris. Go up that little hill, and glide across to the left side.
Go through the small chamber to see yourself at the top of a big cliff. Glide
to the left, and you'll see yourself where Maximos is, as well as the key.
He'll make some comments on those birds that are always around here.
Ivor
=-=-=
After Conan, go up the stairs right across the water and get to the end of
that, glide across, and fight off the yellow gnorcs and the nasty buzzards in
front of you with your fire. Then, go into the cave, and get Ivor and the
treasure. Impressed, old man?
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ 5j. Cliff Town ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
The town of cliffs... quite original. The only problem with this level is that
it brings vultures back; otherwise it's all good. You'll start inside a small
fort which will face you with a path inward... so only one way. What I call a
Mama Gnorc is right up ahead, stirring a cauldron. Make sure that all the
enemies here are burnt toast, then make sure you flame the cauldron as well as
any and all other cauldrons that you find. They all procure gems, and gems are
good, ya know.
Move further up, torching any cauldron or any gnorc that you meet, any around
one structure, you'll meet a thief that can't do much more than run around in a
circle. Give him the burn, to get no less than the fifth dragon egg. You're
well on your way to getting all of them. But anyways, around the western part
of this area, you'll find a dragon named Halvor, so make sure he's rescued, and
then head to the top area to find two chests. They're easy to miss, so make
sure you have them both.
With that, head a bit outside and climb up the step that is, from this
perspective, to the left. It's not hard to find anyhow. Climb up and run along
the bridge there, following it up to meet some more gnorcs and another cauldron.
Let them all feel it, for gems more than anything. At the top of this bridge,
you will meet two more gnorcs, two more cauldrons, a dragon named Enzo, and the
Return Home Vortex. Like we're going to use that. But make sure you sniff out
the gems around the RHV, and rescue Enzo.
Despite rescuing him, Enzo's really mean and encourages you to glide to the
other side of the desert. Bah, that place really sucks. But you might as well
do it, since there are 400 gems in this area, plus one more dragon. On the other
side is those stupid vultures that we all loved so much from Dry Canyon. So
anyway, if they fly at you, give them the wrath of the inferno. Pick up the gems
at all the far corners of this desert, and continue up the hill. There are about
seven of the vultures, so put them all in the ashtray.
At the very top of the mountain, you'll find a dragon named Marco, but more
importantly, this is the highest point of Cliff Town. You can go anywhere in
the whole place from here, almost. Start by looking around for the castle (or
whatever it was) that you were dropped into when this place began, and glide
BEHIND it. There, you can just follow a trail of gems which end which a burgundy
worth 25 gems. Awesome. From there, drop back to the entrance, and head over to
the bottom of the mountain.
And no, you do not have to traverse all the way up to the mountain; at the
bottom of it there's just a whirlwind you can take up. But anyway, there are
several forts around this place in which you need to fly over to get the maximum
number of gems, but in particular, glide straight from in front of the mountain
to find a fort with a rocket on top of it. It's a tough glide, but a possible
one. Flame the rocket, then jump up the step and cross the bridge to find the
steel chest that opened.
Collect all the gems that drop out, and from here you can just use the whirlwind
over and over to reach all the forts and pick up all the remaining gems. It's
tough to get everything collected here, but just make sure you get everything.
Once you have all 400 gems, use the Return Home Vortex or Exit Level or
whatever, and head to Doctor Shemp.
Halvor
=-=-=-=
Halvor's around the middle of the desert, by the platforms. Just go ahead from
the entrance, charge the gnorcs (flaming them does no good because a lot of
them wear armor). He'll tell you to charge armor. More of that again, eh?
Enzo
=-=-=
Climb up the huge cliff straight ahead of Halvor fighting enemies like the
pot-bellied lady and her little boys, and you'll come to the top. Enzo is here,
next to the vortex. He'll advise Spyro to glide to the other side. Jackass.
Marco
=-=-=-
This does not have anything in the slightest to do with Marco Polo, believe me.
Enough babble, just glide across like Enzo told you to. Fight off the stupid
damn vultures, and you'll see Marco at the top. Also, just ignore the electric
fences and try to get past them, because they might distract you a little.
He'll advise you that you're on the highest point of Cliff Town, and you should
use this place to glide to other areas, and to use the whirlwind below. Yep.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 1
<- \ / ++ ++ 5k. Doctor Shemp ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
Another desert level, what else is new? But anyways, this place is filled with
the big mama gnorcs from Cliff Town, along with... son gnorcs in armor. They
will just charge at you and then kill themselves though... don't ask me why.
But anyway, just head on a little bit and a mama gnorc will send a son gnorc at
you, but just charge him for some gems. It's quicker that way, after all. Head
beyond the mama gnorc, picking up anything shiny that you see (hint, hint), and
just continue to follow the path.
It's a lot of mama gnorcs and son gnorcs, but eventually you'll find a large
structure in front of you, and a whirlwind to the left. Start with the structure
and head behind it, to find a whirlwind there. What is this, Cliff Town? Take
the whirlwind and from there, look to another structure that stands along to the
left, with a single purple gem on it. It's worth 25, and they're quite rare in
this game, so pick up every one that you see. Especially this one. Once that's
done, glide to the raised portion of land below, directly in front of you.
Here you'll find two sole emeralds, and the key to a chest. Sweet stuff there.
Once back on the ground, take the whirlwind in front of you, and then drop down
to meet a dragon named Trondo there. As you can guess, this is the second boss
level, and this one will meet you as soon as you climb the steps. Enter the
mighty...
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
* BOSS: DOCTOR SHEMP *
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
Doctor Shemp is similar to Toasty, in that the fight is easily divided into
three parts, but even if the fight is fairly easy, it's a lot harder than
Toasty. As soon as this starts, Shemp will try and hit you with that... weird
thingy that he carries, but after he misses you (HOPEFULLY), he won't really
take you seriously, and will just walk away, revealing his bare back. Might as
well flame it. And after that's done, a bridge opens, and while his body's on
fire, he'll run away.
Follow behind him, collecting the gems that he drops, and climb the steps to the
next platform. This time, needless to say, he'll actually take you a bit more
seriously. He'll smash, then turn around for a second, giving you an opportunity
to give him a torching. Same process... he drops some gems and a drawbridge
opens. Head to the third platform, and this time he's really serious. He'll
swing his doohickey, while spinning in a circle. Just jump over that thingamajig
and burn him to a crisp while he swings and reveals his back. It's not a very
hard battle.
With that little problem taken care of, jump to the platform ahead and below
(do not use the Return Home Vortex yet), to get a perfect 25 gems from inside.
From there, if you don't have 300 gems you can hop further down and take the
path from there, which leads outside, but otherwise just exit the level, and in
the Peace Keepers home, jump into Night Flight.
Trondo
=-=-=-=
Trondo is ahead, just go ahead toasting everything: the fat gnorcs and their
"children" and then you'll go up a whirlwind near the tower and then you can
glide across, then jump down and see Trondo. He'll complain about Shemp, and
inform you he should watch his back... interesting.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5l. Night Flight ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
This place is even easier than Sunny Flight, believe it or not. There's really
only one where to go from here, and that's forward. Start by flying through the
rings, which are all lined up nicely, and once you're out of that passage, fly
down and breathe through all the chests you see. They shouldn't be too hard,
although they tend to accelerate back and forth, up and down, left and right,
etc.
With those out of the way, you can just fly through the arches. They're exactly
the same as rings, really, except just very slightly tougher to go there since
there's limited space. Once you've flown through the last arch, there comes the
only part of this place that's even remotely hard: the light. You have to find
the eight light towers and flame the upper part, which is huge, but if you miss
one of them then that will be very annoying.
Fly from left to right, flaming them as you go, and watching out for that one
last turn at the end, and you won't have any problem finishing this place up
with 300 extra gems. With that all wrapped up, return to the Peace Keepers Home
and speak with the balloonist. Let him take you away, far away... *snaps out of
it*, or in other words to the Magic Crafters Home.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ 5m. Magic Crafters Home ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
The Magic Crafters world, which takes place almost entirely in the mountains, is
the most numerous yet as far as gems go, and even tied with the next two. But
anyways, fitting in with the mountains theme, the entrance to this place is set
on a cliff. Do NOT try to glide to the other side, because it can NOT be done,
and you will just waste time and lives trying. Instead, turn behind you and go
into that room, careful not to fall in the water as you go, as in this game,
water is bad. Grrr at you, Insomniac, you pro-dehydration serial killers.
Take a left and you're immediately faced with an egg thief. This one's really
easy to catch, just charge straight at him and gallop through to the left, and
give him the torch. Note that the Magic Crafters world has no less than seven
eggs in it, and the next three worlds have none. So once you have that, return
to the fork where you found the thief, and take a right to find five shielded,
pitchfork-wielding octopi. Mutants or something, I guess. Charge through the lot
of them.
Make sure you rescue Cosmos and pick up the gems in the chests nearby, or it'll
be fairly tough getting 100% completion. With that, head to the next area, and
don't bother taking a right, as the green druid there will just raise the wall.
Take a left, quickly charging through the druids and octopi as you go. You'll
pass Alpine Ridge along the way, but there's no reason to go in there. Just go
up the hill, and at the top of it, you'll find another egg thief, this one who
just runs around in a circle.
With him dead and the egg yours, charge down the arch up front, and right
through the druid that blocked your way earlier. =) That's correct, the whole
thing is circular. Head back up, and up the next hill on the left, with flashing
arrows. You'll see a LOT of these flashing arrows in the future, and they're
very useful. But anyway, at the top of the hill, free Zantor, and check around
the High Caves portal for some gems. But anyway, these flashing arrows allow
for Supercharge.
If you charge down arrows like these, a Supercharge will initiate. So here, for
example, you can just charge down through the druids and the octopi, which are
quite numerous, before the druid can bring the wall up. Quite convenient. Stop
the Supercharge once you enter the room, and free Boldar, the dragon in front of
the Crystal Flight portal. This is quite possibly the first Flight portal you
have found yet (it shouldn't be, though, if you've been following this guide),
so it's a good place to get the hang of flying.
Now if you still have the Supercharge going, that's great; charge through the
path to the right, and through the heavy chest for some gem beauty. If you
don't, just go back and get it, then go through that heavy chest. With that,
head up the hill to find the portal to Wizard Peak, which was my choice for
first destination after this place, but before that, follow along the tiny
little path outside the water, to reach the other side. The small room there
contains a key. Didn't think there was a chest here, eh?
Jump down, and head on to the water across from the way you came in. A druid
is moving a platform there up and down, so jump on it when it's down, and once
on the other side, run through the druid. There's a portal to the boss, Blowhard
here, which is the last one, plus the balloonist. But anyway, as for business
with the key. Return to the hill below the Supercharge (the one in which you had
to take a left to get to, at the fork), and glide over across the mountain wall
to the left.
Once you get into that small room there, you probably automatically broke the
locked chest, and that's good, cuz it has some gems in it. But now, anyways,
with that perfect 300 gems, find the portal to Wizard Peak, and just jump right
in.
Cosmos
=-=-=-=
Cosmos is just past the octopi in the tunnel straight behind you. NOTE: Right
ahead at the start of the place, you cannot glide across, no matter how hard
you try. It is impossible. Anyway, go into there and to the left and then the
right, then straight and you'll find him. He'll tell you he wants you to get
the gems, dragons, and thieves.
Zantor
=-=-=-=
Go past Cosmos, past the hills and Alpine Ridge, charging through all of the
armored octopi and to the top of the hill there, around the arrows Zantor
awaits. He'll tell you that the arrows are really a super charge.
Boldar
=-=-=-=
Start using Supercharge by charging across the arrows. Go through the gnorcs
(especially the wizard because it has a purple gem and controls the wall) and
find Boldar, right in front of the Crystal Flight portal. He'll show you to a
portal to learn to fly.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ 5n. Wizard Peak ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
500 gems. That's the most we've seen yet, and the majority of levels that are to
come will have exactly that many. But anyway, Wizard Peak is quite a large level
compared to some we've seen, and it'll take a lot longer to clear this place
than to clear perhaps any of the others we've yet entered. But anyways, upon
entrance, do not go through the passage in front of you. Take a left and walk
along the path there, following the trail of gems as you go. There's a gap along
the way, but it's not like that's a problem.
At the end there's a whirlwind, so take that up and follow the path there, and
there are two paths. Told you, this place isn't exactly linear. Glide across
the huge gap in the middle and to the other side of the area, which is like, on
the roof or something. Now follow that path and drop down at the end of it,
and gliding across the mountain at the end of there, and you'll be inside the
passage we saw earlier. Told you... flame everything that you see. Now from
here, work your way back to the entrance, it's not very long at all.
You'll see the entrance soon enough, as it's an outside area. Now head all the
way back to where I told you there were two paths. Yeah, it's right up the
whirlwind. Follow the path you start on to its end, and do NOT glide to the
other side. Instead, get to the end of the path and glide to the little part
that's sticking out way down below. When you land there, flame the wizard that's
immediately in front of you, and claim all the shiny treasure. I believe you
were told growing up that shiny treasure is good. Remember your lessons.
Drop down to the floor, and follow the path to the right, charging through the
small green wizards, whom I affectionally dub the Storm Wizards. The whole place
is filled with Storm Wizards and those big blue gnorcs, but whatever it is, take
it out and claim the gems that they drop. Now take the bridge in front of you,
and in the next room, clear the room of any opposition, and free the dragon
there, whose name is Jarvis. The Supercharge here is very useful, as you can use
it down this tunnel and smash through all the Elder Wizards (yes, I am aware my
names are incredibly original).
With all the Elder Wizards downed, immediately turn back and up that Supercharge
path. Not before getting all the gems in here, but just head back up. And from
there, use the Supercharge again, to reach the area where the Elder Wizards once
were, and take a left. It's another Supercharge, but one that must be used in
conjunction with the other one. With all that Supercharge power, follow along
this straight path, ignoring the right, and at the very end of this path, JUMP
as far as you can. And with a bit of gliding help, you'll land on a platform
there.
There's quite a bit of treasure here, but you may also hear a thief giggling.
Turn around to the very edge of this platform, and walk along the very short,
narrow path at the back, and at the far back side you'll find an egg thief.
He won't even run away from you, since, well... this isn't the best place to
try and run, since it's over a cliff. Torch him, and that's your eighth egg
thus far. Now head back to the side of the platform from where you landed on,
and glide over to the grassy area on the left.
From where you land, an Elder Wizard will try and conjure up more gnorcs, and
upon his death, he'll drop a burgundy gem. Awesome. Head back, in the direction
that the Elder Wizard came from, and you'll find a dragon named Hexas there,
who certainly deserves freedom. Ignore the tunnel on the left, as it's quite
useless right now. Instead, collect any gems you're missing, and head back,
in the direction that the Elder Wizard was running up. Follow up the steps
there, charging and flaming all you see.
At the top of this mountain, you'll find George Lucas; just take out the first
part. But anyway, after you free Lucas here, you can go back to the Artisan
home, and if you already haven't (and if you haven't, major shame on you), you
can jump on the stones there and they'll all turn yellow. And from there you
can easily access Sunny Flight, but you should have already got finished with
that place a long time ago, so you should be able to blissfully ignore that
message.
There's an egg thief here, who will basically run around in a circle. Just
glide at where he's going, and he'll run right in there and let you flame him.
Easy as that. Now there's a Return Home Vortex here, but don't use it yet. Go
back to the first Supercharge, which was near Jarvis. Start using it, then take
a left into the tunnel there, to use a second Supercharge. And from there, take
a right and enter the tunnel there, get to the very tip of the path, and glide
to the uppermost platform there. NOT to the two smaller ones on the left, but
to the large one.
You may notice this one looks a bit like the one with the egg thief, but there
is treasure aplenty on this one. Now carefully glide to the other two, making
sure you don't glide too far, and clear all the treasure on all of them. At this
point, you should have all 500 gems, but if you're missing some, it's probably
in that first room at the entrance. Scout that out to make sure you're not
missing anything, and now let's leave for Alpine Ridge.
Jarvis
=-=-=-=
Quite an easy one. Just go ahead, through the gnorcs and enemies, past the
paths, and you'll see a supercharge spot, Jarvis next to it. He'll tell you to
bash wizards with the supercharge. Amen, brother.
Hexas
=-=-=-
Why couldn't dragons be harder to find? Ah well, just supercharge forward from
where Jarvis was and go to the right, while you take out all the wizards on the
way and you'll see Hexas. He'll thank you for releasing him, like the other shy
dragons here...
Lucas
=-=-=-
Lucas is an important dragon to find. After Hexas, just go up, fighting gnorcs,
and you'll see Lucas. The wizards and other enemies provide no real challenges.
He'll tell you an important bit of advice, at the Artisans Home, jump on the
stones, and then something may open up. For your information, reader, this is
Sunny Flight. Originally, you could just hop on all the stones, but now it's
easier because when you jump on them, they turn yellow so you will know which
ones that you've stepped on. A good wake up call, I must say.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 4
<- \ / ++ ++ 5o. Alpine Ridge ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
Compared to Wizard Peak, Alpine Ridge is relatively easy. The music here is
good stuff, in my opinion, and really suits this atmosphere, but anyway, the
level is relatively straightforward. So anyway, right at the entrance, a large
Mammoth Beast, as I like to call them, will await you with the usual shielded
octopi. Flame the Mammoth Beast and charge the octopi, you know how it works.
Follow the rather linear path in front of you, to meet another octopi, another
Mammoth Beast, and a druid moving blocks.
Charge through the blocks to make sure you don't get hit, and let the Mammoth
Beast taste flame. Right after them, you get treated to a druid turning a
staircase into a ramp, back and forth, back and forth. To get up here, jump on
it when it's a ramp, and keep jumped over and over until it becomes a staircase.
From there, it's an easy climb up and an easy charge or flame to the helpless
druid. With that done, head forward and free Zane there. Right, like you're
afraid of those Mammoth Beasts.
There's a platform to glide to on the right with a lone Mammoth Beast, but do
NOT glide over there. Instead, take a left and walk up the steps there, and
glide to the ledge on the other side, where you'll meet an Elder Wizard and a
druid playing with each other. Take them both to the inferno, and take a right.
More Elder Wizards which challenge you to press the circle button. That was
sure tough. So anyway, above you are three druids possessing the stairs there.
Here's where timing comes in.
The stairs there will head in and out, in a pattern. When the first stair comes
out, immediately jump on it, then the others will come out. Quickly head up
those, and fast, or they'll drop. At the top (BOW IN AWE AT MY MAGNIFICENT
RHYMES), down the three druids there, and now glide to the right, where you'll
get to that same platform with that lone Mammoth Beast. Now end him being alone,
by making him join others in death. And here's where more timing comes in, as a
druid is manipulating a wall.
This druid will make the wall go up and down, so when the wall has been up for
a few seconds (three or so), glide over there and it'll go down right before
you manage to glide in. :) So once inside, charge through the druid and glide
to the second part of this area, where there's the usual druid making a platform
you need to glide to go up and down. Same thing with the wall; when it's been
up for a while, it'll come down and you'll already be there. Flame the druid,
and treat yourself to the rescue of a dragon named Eldrid.
Now head up the path there, and take a left to enter a Mammoth Beast pit. Two
of them, two easy flames. Drop what they leave, then head up the steps and
collect whatever you see, now start heading up the path. From there, a druid
will appear and raise a Mammoth Beast. Geez, that's creative. Let them both
burn to ashes, then enter the cave on the left. Collect everything you see from
inside, and note that it's two paths, so don't carelessly miss anything. With
that, head back up.
Climb up the stairs there and at the top, free ol' Zander there to learn how
skilled you are with the Magic Crafters world. Right, really. The Return Home
Vortex is there, but it's not time to use THAT yet, obviously. Instead, head to
the end of this ledge and glide over to the three platforms way over in the
distance. There are fireworks chests on all of them, so to get the gems inside,
we have to do one of the easiest puzzles ever known to man. Start by flaming the
chest in front of you.
Glide to the next platform, and flame that chest as well. Now head to the last
platform, flame that one, then head back and grab the gem that the second chest
dropped, then glide over to the last one and grab the third gem, and return to
the first platform and collect the first gem. That taken care of, glide to the
cavern at the front, where you'll meet up with Kelvin. Science time! Or not.
Well anyway, it's the fourth dragon, and another egg thief to chase. You know
the drill.
The egg thief will run you through a long path, so just make sure that you don't
suddenly lose yourself or something, and you'll have him nailed in no time. With
the tenth egg in your possession, hopefully you have 500 gems and four dragons,
and you can use the Return Home Vortex or Exit Level and go to the final level
of the Magic Crafters world... the land of caves on drugs.
Zane
=-=-=
Talk about gigantic beasts. :) Flame all of them as well while getting past the
druids around here, and then with enough effort, climb up the stairs that those
druids are bringing up and down and find Zane. He'll ask Spyro if he's afraid
of those big, noisy, gigantic, awful beasts. I think you very well know what
Spyro's answer is, don't you?
Eldrid
=-=-=-=
Eldrid is just past Zane. Go past there and turn to the right, get past the
druid door trap by gliding when it's been closed for a while so it'll open when
you're close and charge the druid as a reward, then get past the moving
platforms. When the platform has spent a long time up, glide so that you'll
land on it when it's down. ^_^ Eldrid can be found there. He just thanks you.
Zander
=-=-=-=
Zander is near the Return Home Vortex. From where Eldrid is, go forward, up,
then right past the huge yellow beasts and steps, and you'll see the crystal.
He'll say that Spyro is on his way to learning all of the secrets of the world.
Kelvin
=-=-=-=
Past Zander, just glide across to the platforms. Do that little puzzle with the
fireworks boxes (jump on the first platform, flame the fireworks chest, jump to
the second fireworks chest, jump back to the first one to get the gems, then
back to the second to get its fireworks chest's gems, and finally to the third
platform, where you can flame its chest, jump back to the second and wait for
it to explode, and then return to it to collect all of the treasure) and then
we'll see Kelvin. He'll tell you that the thieves haven't only stolen eggs in
the Magic Crafters world.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ 5p. High Caves ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
As soon as you enter you're faced with two paths; one into a cave filled with
spiders (face it, you knew that would occur at some point), and one going up
the mountains. As much as the latter is superior, let's delve into the cave of
spiders first. As for the spiders themselves, they're very heavily armored, and
they're surprisingly fast, so do NOT touch them, they're just deadly. Grab the
odd gem that you can find, and if you can, use high ground where they can't get
you.
Head to the next room after the first cave, which is much larger. There are a
few corners with gems, but if the spider here is too much of a pain, just ignore
them as we'll be clearing the spiders out very quickly. Just dash on to the
left, and in there, you'll find yet another spider. This one's easy to dodge,
though, just proceed into the light and grassy area and free the dragon that
immediately awaits there, his name being Ajax, and now it's time to rid the
caves of those spiders.
Go into the tunnel to the right of Ajax, and start the Supercharge there. Once
you've got it, immediately take a left back into the spider cave, and direct it
right into a spider to get FRIED SPIDER! Yum. And with it taken care of, might
as well take the stairs up there. Head right on in to find another druid (they
seem to be notorious in the Magic Crafters world) and a rather harmless spider
which will only really bother you if you stick around for too long. Take out the
druid and dash through the door, using the high ground to help dodge the spider.
Not hard.
The next room is similar; just immediately glide to the elevated part of the
floor on the right, where the druid is blocking the wall off, and once he's
gone, quickly glide outside, where you'll meet a fairy who kisses you (don't
tell me you didn't think that would happen), and now you get Superflame. These
things are all over the sequel, Ripto's Rage, but for now, head back into the
caves and use this to blast down the two spiders in these two recents caves.
And with that done, return to the Supercharge. Time to scout the caves out and
finish the last spiders!
Use it, and run through the spiders to make them toast, until you're way back at
the beginning of the place. The two spiders in the two caves between there are,
at this point, dead, so make sure you get any leftover gems if you're missing
them. But anyway, now it's time to trek up the mountains, which are full of the
new Tornado Wizards (enhanced Storm Wizards, it seems), Elder Wizards, and
druids. Geez, this place has too much magic. But in any case, just follow up
the path.
Flame the wizards you see, along with the Tornado Wizards. Tornadoes themselves
will come down the path as you head up (...what?), so make sure you avoid them,
as they sting quite a bit. Just continue up, careful around that narrow part at
the end, and once you reach the top of the mountain, free Cyrus. He should've
been a valiant swordsman or something, but eh well, he's a wuss. So anyways,
there are two floating platforms in front of you, courtesy of the green druids.
Know what to do?
Wait for the platforms to get closer to your side (that is, to the right), then
glide over and fry them. Do this to both, and glide to the other side. Claim
all the treasure in that room, hop out, and then you can just follow a path and
you'll be back to where you freed Ajax, which is really why I asked you to use
the Supercharge earlier. Speaking of which, return to that Supercharge. And
with that, glide to any of the tunnels on that mountain. One of them is just a
small tunnel with some gems lined up on it, and the other two are the same one,
with a dragon, lots of gems, and the Return Home Vortex.
In the case of the latter, free Cedric there and marvel at the abundance of
yellow and purple gems inside that room. And I thought there'd be only 400 gems
here... ah, lost track. You may or may not have noticed, but you can actually
fall off the cliff here, due to how this place is designed. And then the fairies
will pick you up and transport you back to the Supercharge. Very convenient,
being the glides here are insane. But anyways, there's one more thing that we
have to do, starting with using that Supercharge.
Use it to the fullest extent possible, and at the end of the path, glide way
over the land patch on the very, very far side. With a little Supercharging
skill, you'll land. Since, as Cedric said, jumping and gliding with
Supercharging is good. From here, head up the hill and claim all the beautiful
treasure here, as well as an egg thief. He's really no different from the one
from Wizard Peak, as he runs around in a circle, so he shouldn't pose too much
of a problem. Eleventh egg now.
Now fall off the cliff and return to the Supercharge room. Eh well, we don't
need to use it anymore. Exit the Supercharge cave and take a right, to find yet
three MORE rooms in a mountain. The first one, anyway, holds some treasure, so
clear it all out and then don't bother with falling in the cliff, just glide in
there from where you are. It's some more treasure, perhaps a little more
numerous as it's in fireworks chests, but nothing to marvel over. Glide to the
third cave, which is the biggest and most rewarding.
Inside is the twelfth and final egg thief. Wow, I see the Magic Crafters are
really gonna have a lot of children. Follow the egg thief, picking up any
treasure that you see, and at the end of the tunnel, you'll have him nailed and
the egg picked up. I guess the Beast Makers and Dream Weavers don't breed much.
But anyhow, that should be three dragons, two eggs, and 500 gems. With that,
we can go to the boss level, with a boss that happens to blow hard... Blowhard!
Ajax
=-=-=
Go forward, past those big, stupid spiders. Bleh, ick, ugh. Just dodge them.
Flaming them does no good, just when they look away, just run past them. At the
end of that nightmare, you'll see Ajax. Spyro will feel just the same way you
do... but Ajax informs you that supercharge will make you invincible... heh...
Cyrus
=-=-=-
Cyrus is the one we'll want to find. Get some supercharge from where Ajax is,
and then go to the cave with the bugs and SUPERCHARGE THE BUGS!! Ha ha ha...
kill them all! Wipe them out! Get revenge! Then fight off the wizards and
druids. In fact, you can even do this with supercharge if you want to, because
this will make it faster, but more difficult. It's really up to you. Cyrus is
there to inform you to do just what you did about those awful green druids. Who
would like things that could move everything in such a way anyway?
Cedric
=-=-=-=
Use supercharge, and go FAR away to the largest tunnel in the distance. Cedric
is there, along with the Return Home Vortex. He will tell you to use charging
and gliding to combine with supercharge, to really explore the High Caves.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 1
<- \ / ++ ++ 5q. Blowhard ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
For reference, while writing for this level, I listened to three different
versions of No Quarter, originally done by Led Zeppelin. Oh wait, that had
absolutely nothing to do with this place. So anyways, Blowhard is a very easy,
short level, and the boss is a pushover. As well as that, close to all 400 gems
here are in yellow gems with the occasional blue here and there. So let's get
this part-ah started. Claim the treasure right in front of you, and progress
onward.
Get rid of the Storm Wizards that are in front of you, and keep following the
path while claiming the treasure. And at last when you find a strange monster
at the end of the path (that's Blowhard), flame him and he'll run away like a
coward, opening a door behind you. Might as well take advantage of that. Head
in there, while two druids are moving platforms. Geez, what else is new. It's
not hard to miss the small walkway down below, where there are a few odd gems,
so get those and head back up.
Glide over to the druids when it calls for it, and get them in the ashtray. With
that, glide over to the other side and take a right into the small room there,
freeing a dragon named Altair though, who's an old geezer. And what else other
than two more druids moving platforms? Oh well, remove them both and glide to
the exit past them, and then you have a fork of left and right. Start by taking
a left, to find five straight chests containing yellow gems. I get the feeling
Insomniac was trying too hard.
Don't jump down here, as that'll just take you right back to the entrance.
Instead, follow along the main path to the right, and then you'll find Blowhard
there. Pick up the gems that are lying around, and now, I guess you can say the
fight with Blowhard has begun.
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
* BOSS: BLOWHARD *
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
I can't really say in words how easy Blowhard is, but this fight shouldn't pose
any trouble at all. Start by, from where you are, flaming Blowhard and picking
up the fireworks chests and stuff. All that Blowhard does is make thunder boom
above you, and while that lightning is annoying, it shouldn't be any threat at
all. Glide over to the other side after you've flamed him, and then just follow
the path, collecting gems, until at the end, you find Blowhard again. Burn him
once more with your flame, and then he's gone. Collect all the yellow gems that
just flow out (right), and you're treated to a Return Home Vortex. Whoop de do.
Altair
=-=-=-=
Get past Blowhard's minions and collect all of the gems here, then flame
Blowhard and he'll open a door and run inside. Go through the cave, chasing
Blowhard. Get past that and be very watchful of the druids as they make the
platforms move and the water below isn't exactly nice. You'll finally see
Altair, who is a particularly forgetful old man.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5r. Crystal Flight ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
Similar to Blowhard, the Magic Crafters flight level is even easier than the
Peace Keepers one, just like bosses. But anyway, 25 seconds to go through eight
rings and eight arches, and flame eight planes and eight chests is more than
enough. Start with the rings, each giving you an extra 1 second. So like, that's
33 seconds right there. Just follow the rainbow colored things until you have
60 gems in the pocket, and from there, fly through the arches in the flight
path there is.
When the fairy shows an arrow pointing to the right, take a sharp right turn
and finish up with the arches. Once they're all done, fly around the mountain
there, and you'll find the planes going in the same direction as you. It'd be
quicker if they were flying in the same direction, but anyway, flame them all.
This place is really made so that you can easily flame the all of them. And with
them gone, you're really on a simple flight path through the chests.
Swoop down after you've burned down the last plane, and grab that last chest.
While time may be running low, the chance that it'll run out is quite slim. All
the chests are quite easy to spot, so burn them down and collect the contents,
and you'll have five 60s to make a perfect 300 gems. So with Crystal Flight
taken care of, head over to Tuco the Balloonist, and go on to the swampy,
electric wasteland known as the Beast Makers world.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 2
<- \ / ++ 5s. Beast Makers Home ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
The Beast Makers world is by far the hardest yet, in my opinion, even if it has
the same amount of gems as the Magic Crafters world, and far less dragons. There
are only 12 dragons in the whole world, unbelievably, but the enemies are the
hardest in the entire game, plus there are lots of tough glides and odd gems
that you'll have to make and collect. Not to mention the criteria for getting
out of here is very harsh... 50 dragons. Being that once you've finished this
place you can only have 58, that's pretty hard.
But anyway, I'm babbling. Start by heading to the left, avoiding all the mud
pits here. You'll find a lot of them, and they're worth avoiding. You'll find
what I call Gnorc Technicians here, in which are quite numerous in this level
and the next one. They're standing on large fields which should NOT be stepped
on unless they've already been electrocuted, otherwise you'll be electrocuted.
That's a key element with them, timing. So anyway, these two shouldn't be too
hard.
After those fields, you'll find a dragon named Bruno, as well as the portal to
Terrace Village. Don't go through there, though; just glide across the mud and
on through the paths, picking up the gems there. A Wild Boar, notorious in this
level and the one after the next, meets you on the other side. To take them out,
flame them right before they charge you, since they're quite fast for their
size. And on the other side you'll find the portal to Misty Bog. Once again,
ignore.
You've got a fork here of left and right. Start by taking a right, where there
are two metal chests near a tree. Flame the both of them thrice for the
contents, then enter the hut over to the right. There's a lot of gems inside,
consisting entirely of green gems, so with those all in your possession, head
outside and then walk BEHIND the area, slowly collecting gems but being ready,
as there is a Wild Boar behind, and it can and WILL attack you. Flame once you
start getting to the blue gems, and you're okay.
With that done, return to the tree, and free Cleetus there if you haven't
already. After he's safe, jump into the pit there. Yes, I'm serious, it's NOT a
mud pit, there's actually something inside. When you land at the bottom, you'll
find a good collection of gems, as well as the portal to Wild Flight. That's,
again, something that should be ignored for now. Use the whirlwind to return to
the top when you get a chance, then return to the Misty Bog portal and take a
left.
A huge tree is in the center, and alongside its branches you'll find some gems
that are quite easy to miss, as well as the portal to Tree Tops. Wow, these
levels sure have apparent themes: terrace, bog, trees, wild. Told you this place
was swampy. Anyway, there's a path to take near the Tree Tops portal, so take
that and inside, you've got a locked chest, a mud pit, an area above in which
you can't reach, and electric fields to the right. Tough, but let's head to the
right first.
Once above, rid the world of the gnorcs there, then glide to the other side and
take the same timing there. And from there, just follow the path to find a
portal to Metalhead (yes, that IS the boss, and it's a robot), and the
balloonist. Of course, you can't even be ready to leave yet since we only have
48 out of 50 dragons (well, YOU should, at least), so let's wrap other stuff up
here. Climb up the fortress or whatever it is that's across from Metalhead,
gnabbing the gems that line it.
At the side of it, look at the small tree tops (literally) in the swamp itself,
and glide over to the top one. There's a key on it, which is necessary for the
locked chest below the Metalhead portal, and the smaller ones have some gems
on them. Glide over to the land, find the locked chest, and get the rather
numerous content inside. With 300 gems hopefully in your hands, let's head on to
Terrace Village.
Bruno
=-=-=-
Bruno is right past all the enemies. He's in the center; you can't miss him.
The swamp is totally straightforward. He'll say how Gnasty Gnorc changed the
swamp into an electrical junkyard or something like that.
Cleetus
=-=-=-=-
From where Bruno is, go a little further, and you can glide to the right and
see Cleetus. He's off to get Gnasty Gnorc and has no time to talk. I like this
guy.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 2
<- \ / ++ ++ 5t. Terrace Village ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
Terrace Village is a fairly long winded but straightforward place, and it's not
very long. Definitely the easiest of the three main levels of the Beast Makers
world. So anyways, a large purple gnorc awaits at the entrance, with a weapon
that has the power of electricity. Just flame him and there's no need to bother
with that. Immediately up ahead, there are two paths, but just take the one in
front of you first, where you're greeted by what I call Gnorc Gunners, and more
big purple gnorcs. You know the drill.
Collect all the odd gems that litter this place, and enter the hut in front of
you. Beat off any gnorcs in sight, and on the other side of the hut, it's just
the standard. Another room, another opportunity to collect gems and burn some
gnorc. You can go behind the huts (or whatever they are) to the left, and follow
the rather linear path there to meet the entrance, so make sure you've scouted
out the entrance to this place, and the paths at the back, and then head up the
stairs at the furthest area we've reached. Not hard to find.
At the top of these stairs is Claude, another dragon. I'm starting to see a
pattern in these names. But anyway, the rest of this place is an electric
junkyard, full of electric fields courtesy of the Gnorc Technicians. There's one
right at the entrance, as well as a three way fork. To the right is a rocket
that will blow up a heavy chest, to the left is an odd gem here and there and a
heavy chest (speak of the devil), and straight ahead is, well, straight ahead.
Your choice.
Continue along the fields, making sure you don't go to a new field randomly,
because you WILL get electrocuted if you do so. Take out all the large purple
gnorcs and Gnorc Technicians, until around the end you'll find a Gnorc Gunner,
followed by a Gnorc Technician right behind, as well as a large purple gnorc.
You may want to finish the gunner off, turn back, and then take out the purple
gnorc and technician, because it's quickly easy for the large purple boy to
whip his weapon out.
On the other side, there are a few gems below the steps, but once on the steps,
you immediately have to deal with purple gnorcs and Gnorc Technicians. Hmph,
typical. Around the end, though, you'll be able to jump down, run through some
Gnorc Gunners, collect some chests, and head back up, though. So anyway, with
everything you can find in your possession, take the whirlwind after the fields,
up onto the factory nearby, and then glide over to the roof across from you.
Climb up from there, claiming gems, and there you'll find a room that you can
glide to, on the left with the Return Home Vortex. Do NOT glide in there.
That's right, don't. Instead, glide around the thingy near it, and land on the
factory roof there. Make your way up and collect some gems, and at the top,
flame the two rockets there. With them crashlanding on some poor innocent heavy
chests, glide over and down to claim everything you see, and with that, make
your way all the way back to the factory roof, and glide over to that room with
the Return Home Vortex. Charge around it for the remaining gems, and enjoy a
short level finished. Ready for the horror known as Misty Bog?
Claude
=-=-=-=
None of the enemies in Terrace Village are a real threat. You will encounter
large purple enemies that can shock you and electric gnorcs, but none of them
are just dangerous. Just go up the stairs and further ahead, then you'll find
Claude. He'll warn you about the electricity.
Cypris
=-=-=-=
He's not hard, even with these traps. Get past the gnorc electricity, while
killing all the enemies on the way and using all your noggin, then you'll see
Cypris. Nothing here is dangerous, but the gnorcs sometimes set the green
floors on electricity. Don't walk on it and that point, just get those nasty
gnorcs. After making your way past all of them, you'll get your reward: Cypris.
He'll tell Spyro that sometime he can tell the dragons all about his journey...
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 4
<- \ / ++ ++ ++ 5u. Misty Bog ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
In my opinion this is the single hardest level in the entire game. It's not
that difficult to find anything, the only difficulty is getting to it in the
first place. It features the hardest and most enemies in the whole game, and
it's quite a parallel and forbidding place. But anyway, supposing you dare to
stand up to it, you'll start on a platform across a vast swamp. Head behind the
wall on this platform to meet a gnorc in a cage... hah, for a reason. It's a
couple gems, though, so don't miss it.
Now glide to the stairs nearby, where you'll find four Tree Beasts, as I call
them. Do NOT just charge at them, as they'll just eat you up quickly and
immediately. Instead, wait for them to twitch and charge themselves, and give
them a flame. After all, trees are quite flammable. Repeat this with all four
of them, then glide over to the other side, where you'll meet a few Frog Lizards
as I call them. They're not easy enemies to deal with in numbers, but one or
two are easy to charge.
Check the odd corner and look behind whatever there is with L1 and R1, though,
since there is the occasional thing lying about. But at the end here, we have
three more Tree Beasts. Start by heading forward to the first one and waiting
for it to charge at you, then going over to one side and taking care of that
one, and finishing up with the last Tree Beast like you would normally. It's
only good to be careful of such absurd beasts, right? I'm serious when I say
they're ANNOYING AS HELL.
Your reward for that freakshow is Rosco, right on the tree stump. Release him
from his crystal prison, and then glide over to the island on the right which
stands in swampland. Flame and charge the Wild Boar and gnorc there
respectively, then return over to the bridge, which is completely littered with
gnorcs. Charge all of them for the gems they drop, and climb the tree stumps
there if you want, but don't jump into the tree at the top. We have things to do
first.
Return to the center of the bridge, and glide over to the platform on the left,
where a lone gnorc awaits. Let him taste blood, then glide across the tree
stumps there to get to a cave inside a tree with three Frog Lizards guarding it,
go figure. These Frog Lizards are very formidable opponents, so take them out
slowly and cautiously, preferably from a distance with your flame. After they've
been turned into ash, enter this cave within the tree, where inside is about
twenty Frog Lizards and gnorcs.
I'm serious, this room is FILLED with enemies. All of them are weak against the
charge, but the Frog Lizards are so dangerous that this is not a recommendation
unless Sparx is at yellow. You may be able to get out of it then, but what I'd
say is that you should perhaps take one or two out, run back and avoid getting
hit, finish some more off, and repeat this process safely until everything in
here is cleared and you've collected all the dropped, shiny contents, and you
can rescue Damon from behind. That was hard enough.
Exit through the right, following the tree trunk there for some gems, then
glide to the land below, in which we've already traversed a little earlier
(remember, it was with the three Tree Beasts), so it's not too far back. Glide
to the bridge and cross it to reach the tree I mentioned earlier, and then just
jump into it. It's just like the room where we freed Damon; it has two Tree
Beasts and some gnorcs. Let them all have it, but handle the Tree Beasts very
carefully.
With everything in here taken care of and the gems at the back in your
inventory, head up and rescue ol' Zeke there, and head into the warm, peaceful
outdoors... not on the first two adjectives. But anyway, it's filled with Frog
Lizards, gnorcs, and two Wild Boars, so don't just charge everything. Watch if
you see a Wild Boar coming, and then flame them. This place is filled with
treasure, so make sure you can collect all of it. And with that, climb the
stairs there and rescue Bubba. As much as I'd like to use the Return Home
Vortex, let's stray for now.
Instead, glide to the little fort looking thing sticking up (I have no clue
what it is), and over to the elevated ground to reach the steps above, to reach
the roof of the cave that we were making our way through earlier. Clear the
gems at the top, then glide to the tree stump across the upper bog. Wow, this
swamp is made like a waterfall or something, it's really creepy. Make your way
up the tree stumps and onto the bridge there, charging through each and every
gnorc that you see. And at that point, it should be 500 gems. That was hard
enough, so let's head on to the equally frustrating Tree Tops.
Rosco
=-=-=-
Enter, then glide over. Get past those GOD-ANNOYING TREES by flaming them. If
you don't flame them in time, they'll eat you. After getting past that, we'll
see some frogs. Kill them, and we'll see more STUPID TREES. Flame them like
crazy, and then get Rosco. He'll inform you that the frogs are cold-blooded
killers. NO, THE TREES ARE, MORON.
Damon
=-=-=-
Now this is the hardest dragon to find yet, hardly any contest with Maximos or
Ragnar. Don't go back, glide across everywhere, fighting off every single
enemy on the way, and then you'll see a cave. Kill the frogs, and then we face
our ultimate challenge: there are frogs and gnorcs EVERYWHERE! You can hardly
move around in here without being slaughtered by knives and tongues. At least
there aren't any trees here so there's no reason to flame. Use your charge, and
by all means BE CAREFUL! You wouldn't want anything bad to happen. Go through
all of this by giving them a good hit from the horns and we'll see Damon. He's
similar to Altair, he can hardly remember anything and feels like he's been
trapped ever since he was just as young and small as Spyro was. Thank god, that
was quite a challenge!
Zeke
=-=-=
After getting Rosco, charge right ahead on this wooden path until you get to a
hole in the floor. Jump inside. Not more of those stupid trees? Well they're
here, so just burn them, and then use your charge to take care of everything
else. Then go up the steps and we'll see Zeke, another thank-you dragon.
Bubba
=-=-=-
Bubba's annoying to get, but we need him to get 100%. So what we do: go through
all the gnorcs, hogs and everything, and climb up the steps to find Bubba.
He'll tell you what to do with the frogs: smash them and squash them and
squeeze them and squish them and stamp them. Spyro will inform Bubba that
dragons ARE dragons, after all...
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ ++ 5v. Tree Tops ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
A devastatingly frustrating level, Tree Tops is probably the longest and most
confusing one in the entire game, and there is no harder level to collect 500
gems in. You're treated immediately to seeing a thief run away... carrying an
egg? Nope, a purple gem. Near him are two Witch Doctors, as I like to call
them. Anyways, flame the Witch Doctors, big and small, and take a left up into
a room with a fork. Doesn't look like it, but there are two windows and one
path to follow, and a path to the right. Head up first.
Here, charge through the Witch Doctor, then take a left up to find a key and
two large Witch Doctors. A key already? Oh well, burn the Witch Doctors and head
up the stairs and take a right to find a Stonehenge, or whatever. An extra life
is there, along with some more Witch Doctors and gems. Collect everything you
see, then use the path and glide over to the island on the right, where you can
free Lyle. There's also a Supercharge there, which isn't altogether appropriate
for a place like this.
But anyway, take the Supercharge and glide to the Stonehenge in front of you,
which is a standard platform. You may notice another platform way off in the
distance, but don't even ATTEMPT to glide there, because you will fail and it's
much easier to get there later. Grab all the stuff on this Stonehenge, flaming
all the Witch Doctors and stuff, then glide to the Supercharge on the right.
Take it to its full power, and at the end of it, leap over to the heavy chest
that's like, right below you.
With that chest broken and the contents hopefully yours, collect anything here
and then glide over to the platform with the Return Home Vortex there. There are
some gems there, as well as a tree stump WAY up above with lots of stuff, but
you cannot jump up there, so don't bother trying. There's a whirlwind nearby,
though, which takes you to a bridge. Not the stump above, but a bridge. Oh well,
just take it and follow it inside the room there, which has the usual Witch
Doctor, and a heavy chest inside. Ignore the latter for now.
Return to the bridge, and glide over to another bridge to the right, which is
right below where we started. That's okay, it's time to take the right that we
saw at the entrance. When you get to that fork, take a right and get rid of any
enemies you left, and you'll see a purple thief run forward. Wow, strange colors
and stuff. Glide to the room across there, and flame the Witch Doctor there.
Land on the floor, and use the key to open the chest there, which is full of
lotsa purdy colors. Yum.
Take the stairs there, after you've collected everything, and free Isaak there.
Now it's time to really get started Supercharging, as Isaak hints to. Start
with this Supercharge, and then you'll be able to use it to leap to that heavy
chest I mentioned earlier. Heh, not bad. Head back to the bridge, take the
whirlwind up, and follow all the way back to the Supercharge, and now we start
major gliding. Follow up to what I say here, otherwise it may be extremely
confusing.
Start with this Supercharge, and at the end of it, jump over to the right, so
you'll be going up a backwards Supercharge. From there, jump over to the ramp on
the other side, and shoot up there with all of your mighty Supercharge, and then
do the longest glide you possibly can, across from there. With enough length,
you'll be able to land on the platform we saw earlier that we couldn't hope to
Supercharge to. There is a lot of treasure there, including a few purple gems,
not to mention the gem thief and a dragon named Jed. Needless to say, you're
congratulated for this effort.
With that done, glide over to the first Supercharge that we came across, from
where we freed Lyle. Take the Supercharge, land on the Stonehenge, and then
jump over to the bridge on the right. But from there, don't take the bridge
normally, instead, once it ends, jump way over to the right, with the
Supercharge still intact. Now you should be on the lower bridge, able to go
through the tree, and then at the end, you can jump over to that high tree stump
way above the Return Home Vortex.
From there, you can flame the purple thief and collect all the remaining gems.
With that you should have 500 gems, but it's quite easy to have a few missing.
If there are, just start from the beginning, and look at any room there is.
There's nothing on the bridges, so don't bother looking at there; look in the
tight corners of rooms such as the one with the locked chest. Having finished
this incredibly painful place, let's finish up with the boss of the crop here,
Metalhead.
Lyle
=-=-=
Wow, that's my father's middle name. :) Return to the beginning, and then go
the way the green thief went to arrive at a Stonehenge. This isn't too much of
a hurry, so you can take out the enemies at the first Stonehenge beforehand.
Take care of business there, then go to the left and find Lyle.
Isaak
=-=-=-
It's hard to explain things in Tree Tops, but eh, I'll go on. Go at top speed,
leave the gnorcs for later. Show that thief no mercy, unless you want Isaak
first. Take a turn around here and you'll see a purple thief in the distance.
Glide over to him, killing the gnorcs, and you'll find Isaak up there. He'll
tell you to jump at the end of a supercharge, and then Spyro could really go
far...
Jed
=-=-
Jed isn't hard, he's just tricky. You may be thinking, use the supercharge to
get him, right? Wrong. You have about a 1 in 30 chance of accomplishing this.
What you have to do is go to the right instead of Jed, continue the supercharge
wherever you may, and then do quite a ride from one area to Jed, getting the
thief and Jed. Jed will compliment Spyro on his skills.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 1
<- \ / ++ ++ ++ 5w. Metalhead ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
Metalhead, unlike the last three levels, is a full fledged level. There's only
one dragon (no surprise), but there are actually 500 gems, as well as a hidden
overlook that we'll have to take advantage of. But it's MUCH easier than the
last two levels, so it's welcome relief. Start by heading up the stairs in front
of you, and a Witch Doctor will immediately hurl a smaller one at you. As you
can see, this place has a rather fast pace to it. Charge the Witch Doctor and
stuff, and clear the gems around you.
Climb up the stairs and finish up with the Witch Doctor, and from here we can
take advantage of the secret. Look below to find a large river of swampy mud,
a path below, and an entrance in the bars. Alright, might as well take that.
Jump to the path below and enter through the bars, and inside, CLAIM THE
TREASURE! You deserve it for discovering this little overlook. Head up the
stairs, collecting treasure, and sniffing out the rooms. There are two rooms,
above and below, one with an extra life and one with a whirlwind. You know what
to do.
With the whirlwind, you'll be gliding out of a tower and onto the roof of
another building. Get whatever there is there, then glide over to the roof of
another building that's in the distance, for another extra life, and some
treasure. Then you can just drop below, get whatever you missed earlier, then
climb the stairs. It's some standard Witch Doctor action, as well as dropping
some smaller bogie men to get you. You know the drill, it's easy stuff. Just
grab the gems in the corners.
Climb up the stairs wherever you see, until you have two Witch Doctors. Charge
their spawn and then finish them off, and take the path to the left to meet
Sadiki, who will introduce you to Metalhead. Much harder than Blowhard, but
then again, anything else is. Enter, and the fight begins.
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
* BOSS: METALHEAD *
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
Metalhead is a worthy opponent, but to damage the robot itself, you can't just
flame or charge it. Instead, Metalhead runs on a set power, courtesy of the
power rods here. When they're charged with electricity (i.e. flashing red),
AVOID THEM, as they will damage you. Don't even bother if they're flashing,
since they're just going to turn on. The best strategy here is to charge through
the place, avoiding the charged bolts, and charging (right) the uncharged ones
(yeah, seriously).
Meanwhile, Metalhead will attack by shooting out a beam of electricity which
should be easy enough to dodge. With all the bolts down, Metalhead will break
the door down and run away, so you can chase him if you want. But don't forget
the stairs in between the rooms here, as there are some gems at the top of the
stairs. In the second room, there are more bolts, plus Metalhead will have a
more rapid rate of electric fire, but it won't be enough to save him. Just
repeat the bolt charging process.
Metalhead will break down, and you can claim all the treasure that he drops.
Don't enter the building behind him, though, instead head to the entrance of
this area (before the room with the stairs), and climb these steps that line the
wall, which go behind the mud waterfall (wow, that's sick). Climb up and at the
top, you'll find a locked chest in which you SHOULD have the key for, from back
in that secret overlook. Open it, claim the treasure, and then return to land
and enter that building.
The Return Home Vortex can be found by following the path inside, but there's
stuff to do first. Follow the path up the whirlwind at the end, collecting
treasure, then glide over to the ledge above for a bit of treasure. Return to
the path above, then head outside and collect the gems on the roof. Follow the
trail of gems, and at the end, you'll finish with a perfect 500 gems. Take the
Return Home Vortex, and you can just go into Wild Flight.
Sadiki
=-=-=-=
Sadiki ain't hard either. From the entrance, go up and some monster will throw
a rolling gnorc at you. Charge into this gnorc or just plain run away, it
doesn't matter. Go straight forward from there while keeping a close watch on
those enemies from Tree Tops, and when you get to the end, look over to the
left to see another path, where you can find Sadiki. He'll tell you Metalhead
is charged up to meet Spyro, but his power pool will disrupt him.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5x. Wild Flight ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
Wild Flight puts both Night Flight and Crystal Flight to shame; it's more than
twice as difficult, and you may not even want to do it in an organized fashion,
because of the way it's put together. But anyway, from where you begin, swoop
down and flame the boat and the chest, then fly around in a circle flaming any
other little thing that lies around, and after that little 360, fly into the
tunnel there, the one with boats coming out of it. If you see them, flame them,
and the arches as well need to be gone through.
In that "room" (no better word for it) surrounded by the mountains here, flame
the boats and fly through the arches... really nothing better to do. Make sure
the boats are finished with first, though, since they're hard to deal with.
With that done, start from the beginning of the tunnel, where the arches started
to appear, and fly through the each of them, following through a new tunnel so
that you can end up with 8 and be back at the entrance. Now for chests and
planes.
Take the other tunnel, which has some chests at the entrance. Go through there
flaming the chests as you go, and follow them all around that room until they're
all cleared out. And with all of those, find the planes and start going in the
opposite direction of them, so that they'll fly right toward you, and you can
flame them. You may end with just a few seconds left, but that's Wild Flight.
Supposing you got finished with that, you SHOULD have 58 dragons by now, so you
meet the criteria to leave the swamps and go to the Dream Weavers world. Yay.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ 5y. Dream Weavers Home ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
The Dream Weavers world is filled with things that can change, but surprisingly,
it's not as hard as the Beast Makers world. In fact, it's quite level with the
Magic Crafters world, but all the same, it's a very enjoyable final world before
Gnasty's World. So anyways, a cannon manipulates all the enemies here. Enemies
are constantly blasted, to be made big or small. I'm going to assume that
enemies are small, because if they're large, just wait on them. Or if they're
not shielded, then flame them. Easy as cake.
Charge through the two enemies at the entrance, then glide over to the next
platform, flaming and charging as you go. Awaiting you here is the portal to
Dark Passage, which will be our first level we go to, but not now. Take the
whirlwind in front of you, and on the platform there, flame the little imp right
there, and you can either charge forward, try and get past the two large,
shielding imps in which the cannon will NOT hit, or take a right. I go with the
third option, as the second is trying to do something impossible.
Head under the gate to the right, and once there, rescue ol' Lateef there, who
will prepare you for the light of the Dream Weavers world. Heh... run around
flaming the chests, not yet heading into the Lofty Castle portal, then return
to find three shielded imps on the path up ahead, just waiting to be charged.
Follow to the end of the path, but when it ends, don't yet glide to the platform
in the distance. Instead, head up the stairs on the right to find a portal to
Jacques (yeah some name, it is the boss), and take a left to see the balloonist.
Yeah, it's tempting, but don't go to Gnasty's World yet.
Return to the end of the path from earlier, and glide over to the platform with
the three small imps. Let 'em all taste it, then jump into the... chain of
whirlwinds. At the top, you will find an imp with a cannon there, and one that
happens to manipulate the size of the enemies here. To start things off, charge
that little squirt (why doesn't he use the cannon to make himself grow?), and
then YOU take over the cannon. Start with those two large, shielded imps that
blocked the stairs off. ;)
Allow them to shrink in size, and then glide over to the platform over there to
meet Zikomo, who has a very distinct sounding name. I like it very much, so...
yeah, whatever. Glide to the platform with the passage over to the right, flame
and collect everything, and from there you can see the portal to Haunted Towers.
Oooh... creepy... the third dragon, Mazi, also resides there, and he gives some
very interesting info. Might as well take advantage of it and flame the clock
guy.
A platform in the water will lower itself, allowing you to claim some stuff on
top of it. So jump down, take the whirlwind nearby, and... it's another chain,
which will end with you gliding back to the entrance. This is as good a time as
any to go over to where the two large, shielded imps were blocking off the
stairs leading above. Charge them with vengeance, and once above, you'll find
yourself above the Lofty Castle portal. Glide over to the narrow little path
on the wall, and follow it to the right.
From here, there are two clock guys, and two lowered platforms. What do you do
now? Yep, FLAME THE CLOCK DUUUDES. Let them both swallow some ash down, then
climb up the platforms and glide over to the Icy Flight portal, just don't enter
that yet. Anyway, that should wrap the Dream Weavers home up. Now just return to
the entrance and enter Dark Passage.
Lateef
=-=-=-=
Glide over to Dark Passage, kill enemies before they grow (the cannon above
makes them grow, just charge enemies when they are small), glide over to the
next island and enter the passage right ahead of you and then see Lateef there.
I'll say right now that his words are useful.
Zikomo
=-=-=-=
Now this is interesting. ^_^ Get out of Lateef's passage, then charge those
imps. Glide over to the island over there and charge the imps before they grow,
then let the three whirlwinds take you to the cannon. Use the cannon to shrink
everything. Then glide over to where Zikomo is. If you can't see him, he's just
to the left. Rightful congratulations.
Mazi
=-=-=
From where Zikomo was, glide to where those two big imps were guarding the
passage. If you haven't used the cannon yet, use it and fire at those two and
they will become small. Glide to where they are and charge them both. But
anyways, just mentioning that. From Zikomo, enter the passage below and you'll
find Mazi just near the Haunted Towers portal. He'll tell you that even though
the clock jesters are invincible, charging or flaming them could still do
something...
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 5
<- \ / ++ ++ 5z. Dark Passage ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
Right at the entrance, you'll find the usual jester carrying a light (yes, a
light, not a clock), and a cute golden puppy! Ah, my dreams are coming true and
they're being weaved! WHOO! Unfortunately, fantasies are limited as the puppy
is an enemy in which the light guy will turn from a puppy to a huge red monster
to a puppy and back and forth. Flame it either way to collect whatever it drops,
because ahead there are shielded turtles who are a bit tougher. Charge them when
they're small, as if they're big, they're nasty.
Make sure you keep everything small by flaming the light jester, then take the
whirlwind at the end of the passage to head up the wall, where you'll meet
Kasiya. Get him out of his trap, and then up ahead is a demon carrying a bow.
Geez, Satan would use a sword that would bring down the fires of hell upon the
universe, but this guy can just be flamed. From right behind him, flame the
jester with the light again to get rid of the puppies (exterminating dogs is
pure blasphemy though), and head up the stairs.
Two more puppies and one more demon later, and you'll find some more stairs,
with the second dragon, Azizi, on top. Yeah, that may be used to describe me,
but whatever. Just follow the path after that, gliding over to a heavy chest
which you need a rocket to blast up. And that rocket is nowhere to be found, so
just glide across the gap here and immediately flame the light jester, as there
are a lot of enemies in here which will grow larger and hurt you. With that
done, charge through the passage, taking everything out as you go.
Outside of there, follow the path up to meet the third dragon so far, his name
being Bakari, as well as the Return Home Vortex. Not like we're gonna use that,
though. From here, look near the heavy chest to find a green passage underneath;
hence why this place is called Dark Passage. But anyway, glide to that passage,
making sure that you're not too high in either way, then after you get out of
there, you're in an entirely new area, with demons, dogs, and whatnot. No light
jesters here, though, so just take EVERYTHING out.
Make sure you don't miss any gems here, as there are a few tricky corners. With
all the gems here collected, glide across the huge gap here, and land on the
very narrow passage on the other side (preferably to the far right side), where
five puppies wait to howl for your death, as the dogs of doom. No light jester
to sing for their growth though, so horn them all and in the next room, there's
a light jester guarded by two huge turtles. And he's NOT going to change the
light.
Glide in between the turtles, careful not to get snapped, and flame the light
jester. Now head to the walls and quickly charge the turtles before the light
kicks back on, then take the whirlwind there to arrive on the roof. Well, not
really the roof, since there are a lot of stairs here, but anyway, there's yet
another passage, with the fourth dragon here, Apari, in front of it. Just get
him freed, and get the gems at the far ends of this place, and enter that
passage behind Apari.
Jump over to the right and climb the stairs, where you'll find an area with a
purple floor right below. Since there's absolutely nothing there, and no point
whatsoever of jumping down, don't bother. Instead, climb the stairs further up,
and glide over to the other side of the gap, jumping from ledge to ledge, and
at the end of this is Obasi, yet another dragon. That makes the fifth and final
dragon so far, so yeah, this place is fairly populated, I guess. But anyway,
it seems the passages here are built on a mountain, cuz that's where you are.
Set into flight and glide over to the other side of this cliff, and in this
cavern, just charge the pups (poor doggies), and use the whirlwind at the end,
to find a rocket. It's science, right? Just what we were looking for... give it
some fire, then glide over to the Return Home Vortex platform, and to the heavy
chest, to claim your treasure. And with that, you should have 500 gems, and be
ready to advance into Lofty Castle.
Kasiya
=-=-=-=
From the entrance, continue through the barrage of enemies here. Remember the
clock jesters from Home? Well, they're basically the same, but they focus on
light instead of time. If it's dark, the enemies here are dangerous. The golden
puppies here become red killing dogs with huge mouths, and the green
turtle-like things with the armored shells become gigantic armored green
creatures that cannot be killed. Obviously, you will want to let those light
jesters have it so it'll be light and the enemies will just be small like
creatures. Now that you know this, go ahead to find Kasiya. He'll tell you to
watch the jesters.
Azizi
=-=-=-
Just go ahead flaming everything and you'll see Azizi in two seconds. He'll
thank you. But all the same, there are those big green monsters and the
overgrown puppies to look out for.
Bakari
=-=-=-=
Bakari is akin to Azizi, just continue killing stuff and you'll find Bakari.
However, you'll have to do a bit more gliding than before to get to him, and
right before him you'll have to glide across a cliff, and on the other side
there are killing monsters right near the end, and usually the light will be
off. This might be a bit tricky. Anyway, take him out by attacking the light
jester and then go right ahead. Bakari will await you there. He'll tell you
that you are just might be the dragon to kill Gnasty Gnorc.
Apari
=-=-=-
From where Bakari is, do a bit of searching. See the green cave on the other
side? Glide down and across, then you'll land there. Continue forward killing
the enemies you will see (don't worry, no jesters) and then glide to the area
in the distance. Charge right through the four puppies, then destroy the two
huge shielded devils by flaming the light clown and then charging these
creatures. After that, go up the whirlwind and take a right and find Apari.
He'll tell you that he'd help you, but he doesn't want to be trapped again, but
Spyro will say that Gnasty will be the trapped one.
Obasi
=-=-=-
From Apari, just continue. Don't worry, those blue floors are not water, no
matter what they look like. You'll have to do a lot of glides and jumps around
here, and a lot of the time a puppy or a turtle will be guarding it. Anyway,
just continue gliding and then use a whirlwind, then you'll find Obasi. He'll
thank you. Azizi all around.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ 5aa. Lofty Castle ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
As this place opens, circle around the entrance to collect any odd gems here,
jumping onto platforms for the more hidden ones, and charging through all the
flying pigs. Wow, this is just getting way too colorful for me, now it's all
about flying pigs. Right. A platform over to the left has one of those frogs
from Dark Hollow flying on a balloon. What do you do to make him lose his
balance and drift into the endless void below? Right, flame him. Meanwhile you
can just glide to the island across.
In here, there's a locked chest to the left and some flyin' bacon to the right.
Also, keep a good eye out for fairies in cages. Free all three of them and you
get a whirlwind, which is always good. There's one right at the entrance here,
and you can charge through the narrow path there to find two more. Also, a
strange note to make is that there's one of those gold chests with a red gem in
it. I'm ripped off! But anyhow, return to the beginning of the path, and take
the whirlwind that the fairies are surrounding.
Mudada (wow, his name doesn't end with the letter "i"), is at the top, so make
sure you be a good soul and free him. But anyways, there's an island across
from here, but don't go over there yet. Instead, take the path behind you,
following it across the fountain and to the other side. You're faced with a fork
after that; right goes to a large collection of islands, and the left goes to
Lofty Castle itself. I'll go with the left for now, if only because there's a
long line of flying pigs, and bacon is tasty.
Line the pigs all up in the meat grinder (or rather, your horns), and follow
the path to the left to get into the castle itself. Head up on the whirlwind
right at the entrance, and then immediately glide to the left, where you're
faced with a lot of balloon-wielding frogs and fairies in cages. I don't care,
let them all taste death to your flame (the cages, that is!). If you miss
anything, just return to the entrance and start it again, since it's not easy
to pick everything up at once. Just make sure all the frogs are dead and the
fairies are freed.
Once the glide stops, drop down at the end of the castle path, and pick up the
two treasure chests there. Those are easy to miss if you're going through here
for a second time, looking for the rare thing or two that you missed. And with
that done, head to the platform that was right in front of the whirlwind, as
that too is a whirlwind now. Just take it up, and at the top you'll free Useni.
Ah yeah, this place has Dark Passage syndrom all over it now. Make sure you
pick up the key too, as keys are generally good in video games.
With that, glide into the passage at front, and then charge down the ramp
there... Supercharge time! Get all the power you can, and at the very end,
get the most jumping power you can, and glide all the way over to the platform
in the far distance over to the right, somewhat around the castle. It's a blue
one with treasure on it, so it's hard to miss in eyesight, easy to miss in
Supercharge. But supposing you can manage that, there's lots of treasure to
claim on this platform.
What with all the treasure collected on that platform, jump to the ground below,
and you're right back near the entrance, able to collect that grand locked
chest. Of course. Now head back to the whirlwind, and up to the path above. Now
it's time to head to the area in front of where Mudada was. Glide in front of
where you are, to the large island in the distance, freeing the nearby fairy(es)
and collecting gems. Same old, same old. Then climb up the platform, get the
last fairy, and that wraps that up.
Head to the foot of this platform and glide over to the blue platforms on the
left. Mmmm... fresh meat. Yeah. From here, glide over to where the locked chest
was yet again, taking the whirlwind up, and turning around to face the fork
where the left went to the very lofty castle, and the right went onward. Opt
for the latter this time. From here, there are quite a few frogs with balloons
above platforms, so take the existing whirlwinds to get to the distant
platforms, where fairies are caged, and frogs fly in the air.
All the three fairies here are fairly out in the open, so you shouldn't have
any problem finding them. With all of them collected, jump back down to find a
whirlwind, and there's another castle passage to go through. Head through it,
and once on the other side, you have several flying pigs circling around a
fountain. Like that was ever imaginable. Charge through the lot of them, and
take last glances at the fountain too, since you never know what might be left.
I speak from experience.
Anyway, this area is pretty much the same as the last one. Circle the area,
taking whirlwinds and freeing fairies, until you have three of them freed. From
there, take the whirlwind surrounded by fairies, and we lift up to the great gig
in the sky... guess that means death. Four more gems later, there's a Return
Home Vortex there, and we can take off against the medieval towers haunted by
darkness itself.
Mudada
=-=-=-=
From the beginning, flame the monster on the balloon (he looks like the
monsters in Dark Hollow but he barely attacks), then use the whirlwind and
glide over, get the booties, then free all the fairies. One's down on the
ground, and two are just straight ahead. Use the whirlwind that appears and
free Mudada at the top. He'll say that fairies are always on Spyro's side.
Useni
=-=-=-
Go ahead across the whirlwinds and enemies, and you'll be at a large area. Go
ahead, and cross the path, then go right and go through killing enemies if you
want, and then use the whirlwind to get to Useni. He'll tell you that
supercharge is useful here for taking you to new places.
Baruti
=-=-=-=
Use supercharge and do amazing glides! Solve this little puzzle here with the
enemies, and then you'll arrive at this path. Go ahead and see Baruti.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 3
<- \ / ++ ++ 5bb. Haunted Towers ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
This is my single favorite level in the entire game. It's unique, long, tough,
and it has every good element of previous great levels put together into one
completely awesome level. So anyway, the level starts with a wooden door in
front of you, which is both flammable and "chargable". So take any appropriate
action to it, and in that room, you'll meet Storm Wizards (yeah, they're back),
and Gnorc Knights. Together with that, there are Armored Knights (as I call
them), but ignore them as they're invincible.
Charge both the Gnorc Knights and Storm Wizards, then cross the bridge to find
a metal door to the left (which is impervious to flame or charge), and an
Armored Knight to the right. Yeah, marvel at my incredibly unique rhymes. But
anyhow, you can't get past either, so might as well follow the bridge to get
kissed by a fairy, just after getting rid of the Gnorc Knight, and that proves
my point that Spyro is a lady's dragon. But anyways, don't waste a second of
this effect, as it gives you Superflame, just like in High Caves.
Follow back through the last bridge, and flame the Armored Knight on the left
immediately. But don't head through there; head to the right wall and flame the
metal door, and while the treasure there is very tempting, don't bother with it.
Take the next bridge, closer and closer to the entrance, and use the last
seconds of the Superflame to breathe on the Armored Knight in here, and the
downed one at the very entrance. If you can't do it first try, just return to
the fairy and get more breath. Amen.
Head to that metal door we burned down, and collect everything there is behind
it. It's a lot, I'll let ya know. With everything else collected, let's move on.
So anyway, it'd be nice if in going forward, you had some Superflame still, but
it's not a big deal. Head back to where the Armored Knight was blocking the way
onward, and at the end there, just use the whirlwind to head up to the fields
above. There are some Armored Knights there, both downed and up, but either way,
if you have Superflame, send them to the inferno, as well as anything else
here.
At the end of the field here is the first dragon, Kosoko. From right behind him,
follow the bridge to some kind of fort. Or whatever it is, I'm terrible with
medieval history. Surf the sides of it to get some gems, and then enter it to
find a single fairy who will give you the kiss of death. Or rather, your enemy's
death. Use your newfound Superflame to burn down the metal door, heavy chest,
and any single other Armored Knight that's in the field. With everything here
completely dead, head forward beyond the metal door of the past.
Take out the Storm Wizard here, and take the whirlwind up to the stairs into the
castle itself. Hehehe, just knew that in a medieval world, there had to be a
castle other than Lofty Castle, right? Too bad this one's superior. Jump up the
stairs here and find the arrows to a Supercharge within the gate. This one is
very important, but it's not that vital yet. Use it to get through the door
right ahead, and then crash it anywhere. You are now in the foyer of the castle,
with five doors, all blocked.
The three doors on the right all have wooden doors on them, while the two doors
on the left (which are more important) have metal. Start with the upper wooden
door, and charge through it to meet a fairy inside. Yeah, you know what the
result of that is. Immediately go to the room on your left (which is blocked
with a wooden door), and you'll find an Armored Knight inside right away. Send
him to the burning haven, and claim all the treasure inside, because trust me
when I say it's a lot.
Leaving that room, charge into the room on the left of there, which is the third
wooden door, and inside is the second dragon, Lutalo. And no, this is not going
to become another Dark Passage. With whatever you need to do in there done (as
in, running back and forth), return to the room with the fairy, and get some
more Superflame. From here, find the metal door on the right, and burn it down
to claim the death of an Armored Knight right behind. :) There are stairs there,
but don't use them yet.
Instead, head to the other metal door, and make a wild dash to the end of the
field there, where a heavy chest lies. Collect every single thing inside, and
finish up with any enemies here. Now it is time to do the single most insane
thing the game will demand... after this, nothing else will seem crazy. First of
all, return to the Supercharge. It's time to do the unthinkable since Tree
Tops. Get it going to full power, and then go through the first door on the
left, which was the lower metal door, which leads to the fields.
Keep the Supercharge going, and jump down to the left. Take the arch through,
and at the end of the ramp, jump over to the distance, where you'll land on a
quite distant platform. Collect whatever odds and ends lie here, then take the
whirlwind up to the true haunted tower, which is actually the second floor of
the castle we were in earlier. To the immediate left is a dragon named Copano,
who will congratulate you on that leap of faith you just took. But now we have
precious little time to spare.
Enter the room on the right, and before doing ANYTHING, climb the stairs and
glide over. Climb to the top as quickly as you possibly can, because the Armored
Knights can and will come alive when a Storm Wizard sends some sparks down.
Immediately get to the very top, and once there, give that Storm Wizard a good
facelift into death. Then charge into the room on the left, and get a kiss from
the fairy, which will give you eternal Superflame. That's right, for as long as
you remain in Haunted Towers, you have Superflame. Awesome.
Return to the last room, and head down the staircase Superflaming every single
Armored Knight you see. Then jump to the bottom, claim some easy treasure, and
then return to where you found Copano. Just head outside to find a heavy chest
which should definitely be flamed to gain what lies inside. From here, go back
into the tower, and find a hole in the floor. Jump in there, and we're right
back in the room with the six passages at the first floor of the castle. So
with that, take the stairs which were formerly blocked with metal.
Take a right and flame everything you see; there's nothing that Superflame
can't destroy. Including Armored Knights, which are now just sissies waiting to
be sent. Claim everything within this court (notice there's a fairy here, but
you don't need them anymore), and then you can just take the Return Home
Vortex back to the Dream Weavers home. Too bad Superflame will be gone as we go
to Jacques and beyond, but wouldn't it be cool if otherwise?
Kosoko
=-=-=-=
Get past the knights, charge through everything, and eliminate it all. All of
the gnorcs are in knight armor and some have magic so they have all taken a
step up on the difficulty scale. You'll come to a room with a fairy. She'll
kiss you and your breath is ultra strong! Flame the steel door right behind you
and then use the whirlwind, and meet Kosoko. He'll inform you about the fairy's
kiss.
Lutalo
=-=-=-=
From Kosoko, go forward flaming the enemies here and perhaps get to the end of
this area and reach the fairy, then get her power and head up the path a little
before her. Inside, just use supercharge in here, and go into the red room.
Lutalo is here. He'll speak about Gnasty Gnorc.
Copano
=-=-=-=
Besides Jed and Damon, Copano is probably the hardest dragon you have yet to
find. Return to the entrance of this passage and use the supercharge. Exit
through the second left door. Once you get outside, go to the left and when you
reach the end of the island, do a gigantic supercharge-glide. This will be hard
but it is indeed possible. Use the whirlwind and get to the top, then you'll
see Copano. He'll mention Spyro's supercharge ability.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 2
<- \ / ++ ++ 5cc. Jacques ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
Jacques's level isn't too bad, but it's a world of fire, clock jesters (no more
light jesters), and boxes coming from out of nowhere (seriously). But with that,
the enemies at the entrance aren't too bad, and a charge and flame are much
greater than they are. Flame the clock jester at the entrance, then jump on to
the platform in front of you. Yeah, basically, the whole world plays out like
this. Just move up a bit from there, and you're immediately faced with a fork of
left and right.
To the right is a straight and narrow path, while to the left is a bunch of
platforms. The right is overall more appealing, but we'll only be there for a
second. There's a clock jester somewhere right there, so give him a good flame,
and then immediately HEAD BACK! Yeah, to that left path. Take out any
surrounding enemies, then flame the clock jester that's near the platform there.
With the platform there raised, jump up to the ledge and drop down below, to
the lowered platform there. You heard me, stand on the lowered platform on the
other side, and STAY THERE.
Eventually, that clock jester you flamed a minute ago (the one right into the
right path), directly relates to this. That platform will raise, and you can
glide over to the distance, and free a dragon by the name of Unico. Yeah,
Jacques is the only boss level that has two dragons. But with Unico freed, you
have two paths to take once again; one has a whirlwind and four platforms in
the air, and one has a ledge way off in the distance for you to glide off to.
Take the latter first, and get over to that ledge to find a few odd gems.
Take the whirlwind there to go back to the fork, and in the other path, just
use the whirlwind there and move over to the left. All the platforms here are
mounted by monsters, and you want 'em all dead. Dead as doornails. If you fail,
just head back to the whirlwind and do it again, just don't land in the lava
below, since it burns. And also, don't forget the gems on the walkway below,
since you're more likely to concern yourself with the gems above. So with that,
return up and to where you freed Unico.
Glide back to below the platform which is now risen, and glide over to the very
small island on the left, and to the large island in which a very large platform
centers around. It goes hand in hand. That being done, let the jesters around
the platform burn (yes, there are two of them), and then glide to the little
cave in the wall, where you can pick up a key. Yeah, there's a locked chest
here. From there, jump back to that platform, and you can just continue to the
next island, where it's just one more jester and one more platform.
Above there, you'll find that locked chest, which has a LOT of gems in it, trust
me. Here you can head to the right, or down the stairs there, but start with
going to the right. Just head down there, take all the enemies out, and you'll
end right where you got to that left-right fork with the left going to Unico
and stuff. So once you get back there, head all the way back to the locked
chest, and go down the stairs to free Revilo. From there, Jacques is right up
ahead. Boss time.
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
* BOSS: JACQUES *
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
Jacques is really easy; in fact, as you charge at him, he'll just immediately
turn and run away. His one and ONLY attack is throwing boxes at you, and so long
as you can walk or roll away, they will not make contact with you. So just
avoid that fate, and continue up, following him. Eventually, he'll stop on the
one platform and you'll have to flame him, but just do that, glide from island
to island, and at that last platform, flame him and he'll drop a whole LOT of
gems. All purple, yay. From there, take the whirlwind for no less than 75 more
gems, and the whole place is finished. Time for the flight of ice.
Unico
=-=-=-
At the beginning, just flame the monsters around here (they prove no real
challenge) and charge into the clock jester, then jump up. Flame the clock
jester on the right, then get flame the one on the middle. You now have a VERY
SMALL TIME to jump up and get to Unico. Don't expect to do this on your first
try. It's more than possible to do this though. He'll thank you... right.
Revilo
=-=-=-=
Get past everything, and go down the stairs. The enemies are not harmful, but
the glides are. It's basically just straightforward, but some of the huge
glides here could prove a small challenge. Revilo has a unique message from a
wise dragon of the past to aim high in life but avoid flying boxes. Cool.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5dd. Icy Flight ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 300
Icy Flight is the second toughest flight level, but it's still not really that
bad. Nothing next to Wild Flight, in my opinion. There are some lights in front
of you, as well as some chests, so when the chests really begin, you might want
to divert from the lights and focus on the chests. Or you can finish up with
all the lights and then return to the chests, your choice. But anyway, just make
sure that before you reach the train tracks, you've got all of the lights and
chests, because we're done with those from here on.
The copters here are divided into two rooms; one has five of them and one has
three of them. Fly in the opposite direction as the trains, and as they come at
you, take them all out. Depending on the speed of doing this, you'll end in
either of the rooms, so whichever one you're in, swoop into the air and flame
down everything you see. And yeah, that's it. It ended pretty quickly. With all
of the Dream Weavers world done, we can advance onto the junkyard maintained by
Nasty Nork himself. Time to finish it all up.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 2
<- \ / ++ ++ 5ee. Gnorc Gnexus ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 200
Gnorc Gnexus beats the Artisan home or Toasty; it's the single easiest level in
the whole game, but since it can't all be finished in one go, just come back to
here after you finish up with the levels here. To get to Gnorc Cove, Twilight
Harbor, or Gnasty Gnorc, you have to reach the end of the level before it.
Well, we can get into Gnorc Cove now, but the latter two are an exception. After
that, to get into the very LAST level, you have to have 12,000 (that is, all of
'em) gems, 80 (again, each and every one) dragons, and 12 eggs. Have fun.
But at the entrance, anyway, is Delbin. You might remember him from the Artisan
home, but yes, all the dragons here are rebels from the five dragon homes.
Circle around the place to find all 75 gems accessible now, and then hop into
Gnorc Cove, as there's nothing left. When you finish Gnorc Cove, return and pick
the next 50 gens up and enter Twilight Harbor, then with that done, beat Gnasty
Gnorc after claiming the final 75 gems, and after that, free Magnus. And by then
you should be able to enter the FINAL level. Hehehe... before then, Gnorc Cove.
Delbin
=-=-=-=
Yep, Delbin. He's right in the center. He'll tell you to reach the exit in
Gnasty's lands. You may have remembered that you freed Delbin a long time ago.
Some dragons have stood up to Gnasty Gnorc, only to be trapped again. Only
Spyro will be able to defeat Gnasty Gnorc, so it's up to you...
Magnus
=-=-=-=
Magnus is where Delbin is, after you kill Gnasty Gnorc. If you didn't read back
there for some reason, he's just in the center of the room. And no, you CAN NOT
GET HIM THE FIRST TIME THROUGH GNORC GNEXUS. You have to beat Gnasty Gnorc
first, so go out and do it.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 2
<- \ / ++ ++ 5ff. Gnorc Cove ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
Gnorc Cove is a surprisingly docile level compared to what you might expect.
You'd expect gnorcs at every corner, shooting shooting shooting, but no such
thing exists in Gnorc Cove. But anyway, glide over to the path in front of you,
where a gnorc will be rolling barrels at you. To avoid this, just jump over 'em
and give 'em a torchlight. Easy as that. With that, take a right and head up
that path, taking out the Gnorc Cooper (wow, I make stupid names), and then
taking a further right from there.
Climb up to the ledge above, and after that, once again glide to the ledge above
the huge platform in the sea. It's a large walkway, and on top is Lateef, the
76th dragon, who was also from the Dream Weavers world. From here, glide over
to the other side of the upper ledge, where a Gnorc Cooper is hurling TNTs down
to the ramp behind him. Bahaha, classic. Head down this ramp, and in the area
below, just make sure that you get every single gem and enemy that's lying
around, since they can be quite tricky.
Having done, return up to the ledge above, going to the far left in case there's
anything there. And with that, take the bridge in the center of this long
ledge, over to the other side. From there you even get to claim an extra life,
you little cat, you. Take a right from there, and glide over to the ship on the
other side, where you'll find a lot of enemies (no, you can not hurl a TNT at
the heavy chest in here) and of course, a heavy chest. No, you cannot hurl a
TNT at it.
Glide over to the platform to the upper-left, taking out the row of enemies as
you land, then head up to the right jumping over the barrels that the Gnorc
Cooper hurls, and finishing him up at the top. After he's dead and gone, walk
up a little bit, where you'll find yourself peering over that ship from earlier,
and a barrel in front of you. What do you do? HURL THE BARREL AT THE CHEST AT
FIFTY MILES PER HOUR AND BLOW THAT SONUVA TO SMITHEREENS! YAAAARGH!
Ooops, sorry 'bout that. You have to go back to the ship, sadly, plus the chest
has like 8 gems in it, but oh well, at least we're closer to 400 gems. Return
all the way back to where you hurled the barrel, and then step by step glide
over to the next ship, which is in front of you. And in there, take out the
Gnorc Coopers and other likewise enemies, and cross the bridge there to reach
Tomas, who is our 77th dragon (wow, lucky), and also from the Artisans world.
And he has my brother's name. Boo.
Cross the bridge from here, taking out the line of gnorcs on it, then jump from
the platforms into the structure below. No, do NOT try to glide over to the
Return Home Vortex across the sea, that's just a terrible idea. Reach the floor
below, and use the opportunity to charge the rats as fodder for Sparx, since you
may be running low on health at this point. But anyways, there are three rooms
here, one green, one blue, and one purple. And there are also some Gnorc Coopers
in here as well, so take those out FIRST.
Yeah, so three rooms. The blue has a key in it and nothing more, so let's go in
there first. It's just a small little room with a key and nothing else, so that
will be taken care of quickly. Head into the green room next, which is filled
with Gnorc Coopers everywhere. Well, what do you do? Chuck barrels at their
head? Yeeeep. Take out every single enemy in the entire room, and claim that
locked chest in here. Now that only leaves one room to enter, and that is the
purple room.
From in here, use the barrel to get rid of the armor that the Barrel Coopers
are wearing, then simply glide over and burn them to death. The same process
will repeat again, and you'll be on the other side of the passage, and near a
whirlwind, in little time. And the whirlwind will take you to that distant
platform with the Return Home Vortex. :) Let's hope you have 400 gems, so you
can safely have this place finished, collect 50 more gems from Gnorc Gnexus,
and enter Twilight Harbor.
Lateef
=-=-=-=
Lateef again, cool. Ignore my incredibly nostalgic state of mind, and forgive
me if this strategy isn't great. Just go straight ahead, flame all those big
gnorcs twice apiece, then go straight ahead and up, flaming TNT barrels and
jumping over normal barrels. Get up high and do some nice glides and you'll
reach Lateef. It's just some good luck messages.
Tomas
=-=-=-
He's really straight ahead from Lateef. Head forward and left, through there,
up, forward, right across the path with the barrels, farther right and across,
then you'll find Tomas pretty straight from there. Just destroy things
carefully, and you'll see him. He'll tell you he never expected to be freed and
he always believed in Spyro. Took a while, huh.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 2
<- \ / ++ 5gg. Twilight Harbor ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 400
Twilight Harbor is right behind Haunted Towers as my second favorite level, and
right behind Misty Bog as the second hardest level. It's a hella fun place,
even if it's this late in the game. You'll start on a fairly linear path, with
some Gnorc Gunners on it. The whole place is filled with Gnorc Gunners, and all
the enemies here have projectiles. Charge through this one, and then jump up to
the area above, where you get an up or a right. Up will take you to a
crossdressing gnorc and the way beyond. The right is an extra life.
Start with the latter, pick up that extra life, and take out the occasional
enemy there. And from there, head up and past the Gnorc Axeman (I can't find a
creative name for him), and then take a right. You can jump off the bridge down
below, or you can head along the ledge on the left. There's a fair bit of stuff
on the left, so don't miss it. After doing that, glide to the path below, and
follow over to the left. Here's a Gnorc Commando, a stronger version of a Gnorc
Gunner. Easy stuff still, though.
Collect everything there is in this small purple room (wow, romantic), and then
follow the outside path to reach a heavy chest and Cosmos from the Magic
Crafters world. Then it's another simple path forward, past some more gnorcs.
Just glide past the bullets they will shoot at you, though, since you're bound
to get hit. Don't try and take them both out at once; just dominate them, and
move on past the Gnorc Axeman. I'm starting to think they should've called this
place "Gnorc Factory".
Inside the room up ahead, head a little bit in (not with the courtesy of several
Gnorc Gunners), and take a left up the stairs. The gems there are a bit tough to
miss... the Gnorc Axeman isn't, though. Collect any gem that isn't yet nailed
down, and move on to find a bridge held by two levers. IGNORE both levers for
now; we'll come back to that. Up ahead is Cleetus from the Beast Makers world.
Yeah, we know about Gnorc Commandos by now; just head up the path on the upper
right. It's a Supercharge!
Charge down the Supercharge (it works), and then take a left at the end of the
path. Dash across the bridge, into that green room, and outside to where Cosmos
and the heavy chest were. Use the last of the Supercharge's power, and let the
heavy chest taste oblivion. With everything inside it in your possession, head
back to the bridge supported by the two levers, and flame the second one. To
avoid difficulties, just make sure it's the second one, and then go back to the
Supercharge.
Use it to head up the now elevated bridge, and sky rocket into the passage above
the green room below. This room has the occasional treasure, but you'll want to
return all the way back to the Supercharge after you've cleared it all out.
Using the Supercharge, dash on that bridge ramp, and don't stop when you enter
the room above, just keep using it and glide to the platform in the distance,
where you'll find three yellow gems. Not much for a feat like that *ahem*, but
not that bad either. Now it's back to where you found Cleetus, and advancing.
The room up ahead holds one Gnorc Commando and two Gnorc Gunners. Go from left
to right and take them out, or you may get a faceful of bullets. Once you have
them take out, take the right on the right and in the next purple room, it's all
three enemies in Twilight Harbor... a Gnorc Gunner, a Gnorc Commando, and a
Gnorc Axeman. Take them out one by one, but go for the Gnorc Axeman last. This
room is quite menacing, and you're yet to see what's up ahead. Carry on through
the upper left.
And that one last path there holds four gnorcs, with two being gunners and two
being commandos. Take them out one at a time, jumping to avoid the bullets, and
going slowly. You don't want to die right before reaching the Return Home
Vortex, do you? So just slowly proceed, and when you reach the end, glide over
to the other side and claim the last few scraps of treasure (let's hope you have
400 gems now), and the Return Home Vortex. Time for some nasty Gnasty hunting.
Cosmos
=-=-=-=
Destroy the gnorcs, then go ahead straight and you'll see Cosmos there. These
gnorcs are really tough. All of them wield machine guns and this is not good at
all. They can get you by a long range and they're very agile, especially the
big yellow ones. Sometimes you'll have to wait for them to reload. Get past all
of that mess and a little more, then you will find Cosmos for some quick and
brief thanks.
Cleetus
=-=-=-=-
Do some serious charging to get to him. You'll have to kill a lot of stuff but
he's straight ahead. Most of the maching gun gnorcs get much easier when you
get used to them. He'll tell you to keep a look out for gnorc commandos. Spyro
is correct on this one.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5hh. Gnasty Gnorc ++ ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 500
The world of Gnasty Gnorc... ahhh yes, the time has come. Time for the small
purple dragon named Spyro to face off against the simple, "no threat", ugly
Gnasty Gnorc. But anyway, Gnasty Gnorc is WAY above, firing green light all over
the arena. Just quickly run through the arena if you want to avoid that, since
there is some treasure littered around here and there, through the arena. And
quite a bit of it, at that. But when you're finished collecting stuff, might as
well take the sole available path.
A thief will meet you very shortly at the entrance, and will immediately run
away. Hah, catch the little thieving squirt, cuz he happens to have a key. When
you reach him, flame him, and make sure that you have all the treasure here,
since Gnasty Gnorc's level largely revolves around treasure. With that, get to
the end of the passage, where you'll drop back out of the arena. Take a left,
where a door has a large keyhole in it. DUN DUN DUN. Just head in there, and
we're already chasing a key thief.
You'll catch up to him quickly, but just make sure you don't fall in the purple
ooze below (yes, this is a junkyard), or you'll never make it back up. Since the
path is very straightforward, you can probably chase the thief and get all the
gems at the same time. But anyhow, with that all finished and the key in your
possession, the path will end and drop you back to the arena, where you can find
the ledge where Gnasty Gnorc is, and as you lower it with the key, he runs away!
The epic chase, take 1. Boss time.
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
* BOSS: GNASTY GNORC *
^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=^=
Gnasty himself isn't nasty. At all. In fact, like I said earlier, he'll just run
away immediately after you see him. So you have to run after him, of course, but
we have plenty of opportunities to run after him. My recommendation is that for
now, you pick up every spare bit of treasure that you find, and just follow this
path collecting what there is. When you finally reach the end of the path,
Gnasty will run away, but that could obviously only be expected. So you'll have
to drop down and continue all the way back on this path. Boo.
Oh well. Take the path again, perhaps collecting any spare treasure that you
miss, and when the path ends and Gnasty has barely gotten to that one platform,
flame him and he'll run away into the room on the right like a coward. Now what
you have to worry about here is just getting to the other side. Glide from
platform to platform here CAREFULLY and QUICKLY, as they get smaller and
smaller, and the last three are already tiny enough to begin with. So eventually
you'll reach the final ledge.
Gnasty is here, and will furiously try to fire green light at you. But it's too
late; you can simply flame him and he'll die off, dropping purple gems behind
with him, and allowing Spyro to laugh at him. Well deserved. With that done,
you'll see the credits (?) and then be back at Gnorc Gnexus. You have 12,000
gems, 79 dragons, and 12 eggs... free Magnus from the Peace Keepers world, who
is right there, and the portal to the final world will open. It is time to
conquer Gnasty's treasure vault, and the absolute final level.
/-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-\ Dragon Number: 0
<- \ / ++ ++ 5ii. Gnasty's Loot ++ / \ ->~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
\-+-+<>~~~~~~~~~~~~~~~~~~~~~~~~~~~~<>+-+-/ Gem Count: 2000
The ultimate level of levels. I was originally going to allow you to go through
this entire level by yourself, but I decided against it. So nyah. Anyway, the
whole place will allow you to fly, so start by gliding to the ledge across the
acidic water here. As another note, all 2000 (!) of the gems here consist of
purples and yellows, but no surprise there. The first dose, which is across the
acid, has a few. You're only just getting started.
Fly over to the next ledge, where you're treated to a few extras. Now jump down
and climb the nearby stairs, where you'll find a key thief. Gnasty Gnorc's world
is notoriously filled with these guys, I see. He's easy to catch, though, since
he'll just run around in a circle. Pay more attention to the treasure that
surrounds this arena, though, since it's much easier to miss. After you have the
key, fly up to the ledge above, and unlock the door. It's some stairs, and
another locked door. Some eventful door.
But there's a bonus in this. The whole place revolves around the idea that the
higher ground you get to, the higher you can fly. There's no way that you could
fly up here earlier, but since you're taking flight from here, you can now fly
to areas above where your limits were earlier. Start by going to the arena where
you chased the key thief. There's a large grassy area above that, where some
more treasure and a key thief lie. This one's a bit harder to chase than the
other one, but glide in front of him and you're sure to get that key.
Having done that, return to where you unlocked that last door, and head up the
stairs to use the key in that door. And right as you unlock it, a key thief in
an airplane zooms by. I would chase it, but you don't have the altitude yet.
Head up the stairs in that door there, and at the top is... nothing. Absolutely
nothing. Just fly out from there, and find the plane. It really just circles
around the area, so it's not that difficult to find. When you're on its tail,
start taking advantage of it.
The plane will go under the pipes here, so make sure you do NOT do that, as
that will just slow you down and increase your chances of falling. Instead, go
on the outside of the pipes, and you'll just catch up. When you're right behind
it, flame it to get that key, and look for a ledge with a heavy chest on it, and
a locked door. It's not easy to get to, but you'll manage. At the top, unlock
the door with that key, and take a left. AGAIN, time to chase a key thief! Don't
worry, though, this is the LAST one. :)
Jump down and fly into the tunnel on the right. Be very cautious while going
through this place, because if you fall into this lava, it'll hurt. Chase the
thief through the lava tunnel, and outside back through the passage. You may
need to go through there 3-4 times to catch the thief, but you'll catch him
eventually. When you do that, return to the entrance of the door we opened
earlier, and climb up the stairs to find the FINAL locked door. Inside is none
other than...
...one yellow gem. But the key is that you have altitude now, and as much as you
can get. Set off from here, and start roaming the area outside, looking for
rockets. There are three or four in total, and just as many heavy chests. But
either way, make sure you have everything there is to get, then look for a tower
that has a Return Home Vortex on it. But DON'T use it! Inside, just set off the
fireworks chests, where about 950 gems worth of burgundies drop down. With 2000
total gems, now go through the Return Home Vortex for the final ending... and
the game is now over, sadly. Hope you enjoyed it.
\\----\\----+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+----//----//
~+{X STD X}+ --- { +~+ { 6. CREDITS } +~+ } --- +{X STD X}+~
\\----\\----+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+~~~~~+----//----//
You, obviously, deserve something for actually taking the time to find the URL
to this guide, actually say "eh, let's see how bad this is", "He's back again?
Let's read this!", or "Hopefully this can help me in my quest through the game",
because you deserve something for that. But with that, here are some shout-outs
to whatever and whomever helped me.
- Jeff "CJayC" Veasey: For running the whole site of GameFAQs, the main site
that I work for. It's an awesome site, and I must commend CJayC for running
this great site for 6 whole years and posting this guide.
- Stephen Ng: For being the FAQ editor for IGN, which is the other site that I
write for. I am honored to write for IGN, since it is a great site. I was also
very glad to do an exclusive for IGN.
- All the guys who first got me started writing from GameFAQs and all of my
best friends like SinirothX, Psycho Penguin, Meowthnum1, CVXFREAK, Karpah,
ZoopSoul, Crazyreyn, Gobicamel, asa2377 (OH EM GEE YOU TROLL), Warhawk, Cyril,
supernova54321, Minesweeper, AlaskaFox, me frog, RHarrison, masterzero99, Tom
Hayes, wayalla, djg40, MTincher, NickBush24, BurningFox, AquaBlast, and
definitely more that I'm forgetting: you are some of the best friends that
anyone can have, and I may have quit FAQing/left FCB forever without all of
you. Thank you for everything and for motivating me to get my ass in gear.